Very clean render, with fbo pass, etc etc
This commit is contained in:
parent
1fc2b41631
commit
153bb499a0
10 changed files with 393 additions and 102 deletions
224
lib/app.cpp
224
lib/app.cpp
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@ -6,28 +6,33 @@
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using namespace std;
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static std::vector<Vertex> generate_random_points(size_t N){
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std::vector<Vertex> ret(N);
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// implementation follow later
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static moggle::shader_program create_shader_from_files(std::string vertex, std::string fragment);
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template <typename T>
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static moggle::vbo<T> create_vbo(std::vector<T> const & data);
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static moggle::vao create_vao(moggle::vbo<GLPoint> const & vbo);
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static moggle::vao create_vao(moggle::vbo<Vertex> const & vbo);
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static GLuint create_gl_texture(GLsizei width, GLsizei height);
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static std::vector<GLPoint> generate_random_points(size_t N);
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cl::Context create_shared_cl_context(GLContext & gl_context);
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const float d = 0.1;
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for(auto& x : ret){
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x[0] = d * rand() / float(RAND_MAX);
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x[1] = d * rand() / float(RAND_MAX);
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x[2] = d * rand() / float(RAND_MAX);
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}
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return ret;
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}
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enum {
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POS_ATTR,
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TEX_ATTR
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std::vector<Vertex> quad = {
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{{-1, -1}, {0, 0}},
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{{ 1, -1}, {1, 0}},
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{{-1, 1}, {0, 1}},
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{{ 1, 1}, {1, 1}},
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};
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static const GLsizei FBO_SIZE = 1024;
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App::App(GLContext& gl_context)
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: gl_vbo(create_vbo(generate_random_points(N)))
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, gl_vao(create_vao(gl_vbo))
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, gl_program(create_shader_from_files("Fractal.vsh", "Fractal.fsh"))
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, gl_quad_vbo(create_vbo(quad))
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, gl_quad_vao(create_vao(gl_quad_vbo))
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, gl_points_program(create_shader_from_files("Points.vsh", "Points.fsh"))
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, gl_texture_program(create_shader_from_files("Texture.vsh", "Texture.fsh"))
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, gl_fbo(moggle::fbo::create_default(FBO_SIZE, FBO_SIZE))
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, cl_context(create_shared_cl_context(gl_context))
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, cl_device(cl_context.getInfo<CL_CONTEXT_DEVICES>().front())
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, cl_queue(cl_context, cl_device)
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@ -40,94 +45,49 @@ App::App(GLContext& gl_context)
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moggle::gl::enable(GL_BLEND);
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moggle::gl::blend_function(GL_ONE, GL_ONE);
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moggle::gl::blend_equation(GL_FUNC_ADD);
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moggle::gl::active_texture(GL_TEXTURE0);
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moggle::gl::texture_parameter_i(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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moggle::gl::texture_parameter_i(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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}
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void App::draw(){
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void App::draw(std::function<void(void)> bind, std::function<void(void)> flush){
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auto dt = 1/60.0;
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time += dt;
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if(wait > 0) wait -= dt;
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if(wait <= 0){
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k_update(cl_queue, N, p_s, p_r, p_b, p_dt, cl_buffer);
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}
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// OpenCL update
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k_update(cl_queue, N, p_s, p_r, p_b, p_dt, cl_buffer);
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cl::checky(cl_queue.finish());
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// OpenGL to fbo
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gl_fbo.bind();
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moggle::gl::viewport(0, 0, FBO_SIZE, FBO_SIZE);
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gl_points_program.use();
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gl_vao.bind();
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moggle::gl::draw_arrays(GL_POINTS, 0, N);
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// Draw fbo
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bind();
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moggle::gl::clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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gl_program.use();
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gl_vao.bind();
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gl_texture_program.use();
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moggle::gl::draw_arrays(GL_POINTS, 0, N);
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gl_fbo.get_texture().bind(GL_TEXTURE_2D);
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gl_texture_program.uniform<GLint>("tex").set(0);
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gl_texture_program.uniform<GLfloat>("maxf").set(maxf);
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gl_quad_vao.bind();
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moggle::gl::draw_arrays(GL_TRIANGLE_STRIP, 0, 4);
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flush();
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}
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void App::resize(size_t w, size_t h){
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wait = 5;
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W = w;
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H = h;
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}
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moggle::shader_program App::create_shader_from_files(string vertex, string fragment){
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moggle::shader_program program;
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auto vs = moggle::shader::from_file(moggle::shader_type::vertex, vertex);
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auto fs = moggle::shader::from_file(moggle::shader_type::fragment, fragment);
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program.attach(vs);
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program.attach(fs);
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program.bind_attribute(POS_ATTR, "position");
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program.link();
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return program;
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}
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moggle::vbo<Vertex> App::create_vbo(const std::vector<Vertex>& data){
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moggle::vbo<Vertex> vbo;
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vbo.bind(GL_ARRAY_BUFFER);
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vbo.data(data);
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return vbo;
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}
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moggle::vao App::create_vao(const moggle::vbo<Vertex>& vbo){
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moggle::vao vao;
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vao.bind();
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moggle::gl::enable_vertex_attribute_array(POS_ATTR);
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vao.attribute(POS_ATTR, vbo);
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return vao;
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}
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GLuint App::create_gl_texture(GLsizei width, GLsizei height){
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GLuint tex = 0;
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moggle::gl::active_texture(GL_TEXTURE0);
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moggle::gl::generate_textures(1, &tex);
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moggle::gl::bind_texture(GL_TEXTURE_2D, tex);
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moggle::gl::texture_image_2d(GL_TEXTURE_2D, 0, GL_RGBA32F, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
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moggle::gl::texture_parameter_i(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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moggle::gl::texture_parameter_i(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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return tex;
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}
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cl::Context App::create_shared_cl_context(GLContext& gl_context){
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CGLShareGroupObj sharegroup = CGLGetShareGroup(gl_context.ctx);
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cl_context_properties properties[] = {
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CL_CONTEXT_PROPERTY_USE_CGL_SHAREGROUP_APPLE, (cl_context_properties)sharegroup,
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0
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};
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cl_int err = 0;
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cl::Context cl_context(CL_DEVICE_TYPE_CPU, properties, nullptr, nullptr, &err);
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cl::checky(err);
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return cl_context;
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}
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cl::Program App::create_cl_program(string file){
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cl_int err = 0;
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@ -140,3 +100,93 @@ cl::Program App::create_cl_program(string file){
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return cl_program;
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}
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enum {
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POS_ATTR,
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TEX_ATTR
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};
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moggle::shader_program create_shader_from_files(string vertex, string fragment){
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moggle::shader_program program;
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auto vs = moggle::shader::from_file(moggle::shader_type::vertex, vertex);
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auto fs = moggle::shader::from_file(moggle::shader_type::fragment, fragment);
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program.attach(vs);
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program.attach(fs);
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program.bind_attribute(POS_ATTR, "position");
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program.bind_attribute(TEX_ATTR, "tex_coord");
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program.link();
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return program;
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}
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template <typename T>
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moggle::vbo<T> create_vbo(const std::vector<T>& data){
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moggle::vbo<T> vbo;
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vbo.bind(GL_ARRAY_BUFFER);
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vbo.data(data);
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return vbo;
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}
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moggle::vao create_vao(const moggle::vbo<GLPoint>& vbo){
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moggle::vao vao;
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vao.bind();
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moggle::gl::enable_vertex_attribute_array(POS_ATTR);
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vao.attribute(POS_ATTR, vbo);
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return vao;
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}
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moggle::vao create_vao(const moggle::vbo<Vertex>& vbo){
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moggle::vao vao;
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vao.bind();
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moggle::gl::enable_vertex_attribute_array(POS_ATTR);
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moggle::gl::enable_vertex_attribute_array(TEX_ATTR);
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vao.attribute(POS_ATTR, vbo, &Vertex::pos);
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vao.attribute(TEX_ATTR, vbo, &Vertex::tex);
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return vao;
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}
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GLuint create_gl_texture(GLsizei width, GLsizei height){
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GLuint tex = 0;
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moggle::gl::generate_textures(1, &tex);
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moggle::gl::bind_texture(GL_TEXTURE_2D, tex);
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moggle::gl::texture_image_2d(GL_TEXTURE_2D, 0, GL_RGBA32F, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
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return tex;
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}
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static std::vector<GLPoint> generate_random_points(size_t N){
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std::vector<GLPoint> ret(N);
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const auto d = 2.0;
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for(auto& x : ret){
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x[0] = d * rand() / float(RAND_MAX) - 0.5*d;
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x[1] = d * rand() / float(RAND_MAX) - 0.5*d;
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x[2] = d * rand() / float(RAND_MAX) - 0.5*d;
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}
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return ret;
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}
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cl::Context create_shared_cl_context(GLContext& gl_context){
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CGLShareGroupObj sharegroup = CGLGetShareGroup(gl_context.ctx);
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cl_context_properties properties[] = {
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CL_CONTEXT_PROPERTY_USE_CGL_SHAREGROUP_APPLE, (cl_context_properties)sharegroup,
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0
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};
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cl_int err = 0;
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cl::Context cl_context(CL_DEVICE_TYPE_CPU, properties, nullptr, nullptr, &err);
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cl::checky(err);
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return cl_context;
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}
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29
lib/app.hpp
29
lib/app.hpp
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@ -1,5 +1,6 @@
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#pragma once
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#include "fbo.hpp"
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#include <moggle/core/gl.hpp>
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#include <moggle/core/shader.hpp>
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#include <moggle/core/vao.hpp>
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#include <cl2.hpp>
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#include <NSGLWrapper.hpp>
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using Vertex = moggle::hvector4<GLfloat>;
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// Used for the bare points
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using GLPoint = moggle::hvector4<GLfloat>;
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// Used for rendering a textured quad
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struct Vertex {
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moggle::vector2<GLfloat> pos;
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moggle::vector2<GLfloat> tex;
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};
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struct App {
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size_t W = 128;
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size_t H = 128;
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size_t N = 1 << 20;
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size_t N = 1 << 18;
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float time = 0;
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float wait = 5;
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float p_s = 10.962073;
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float p_r = 31.211250;
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float p_b = 1.537946;
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float p_dt = 0.013040;
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float maxf = 500;
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App(GLContext & gl_context);
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void draw();
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void draw(std::function<void(void)> bind, std::function<void(void)> flush);
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void resize(size_t w, size_t h);
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private:
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moggle::vbo<Vertex> gl_vbo;
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moggle::vbo<GLPoint> gl_vbo;
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moggle::vao gl_vao;
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moggle::shader_program gl_program;
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moggle::vbo<Vertex> gl_quad_vbo;
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moggle::vao gl_quad_vao;
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moggle::shader_program gl_points_program;
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moggle::shader_program gl_texture_program;
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moggle::fbo gl_fbo;
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cl::Context cl_context;
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cl::Device cl_device;
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cl::Program cl_program;
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KernelOp k_update;
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static moggle::shader_program create_shader_from_files(std::string vertex, std::string fragment);
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static moggle::vbo<Vertex> create_vbo(std::vector<Vertex> const & data);
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static moggle::vao create_vao(moggle::vbo<Vertex> const & vbo);
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static GLuint create_gl_texture(GLsizei width, GLsizei height);
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static cl::Context create_shared_cl_context(GLContext & gl_context);
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cl::Program create_cl_program(std::string file);
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};
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91
lib/fbo.hpp
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91
lib/fbo.hpp
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#pragma once
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#include <moggle/core/gl.hpp>
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#include "renderbuffer.hpp"
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#include "texture.hpp"
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#include <vector>
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/*
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* One can attach either an external renderbuffer/texture, or move one into fbo
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* In the latter case, the fbo will own the renderbuffer/texture
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*
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* Attachment can be one of: GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, or GL_STENCIL_ATTACHMENT
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*/
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namespace moggle {
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struct fbo {
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explicit fbo(bool create_now = false) {
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if(create_now) create();
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}
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~fbo() { destroy(); }
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fbo(fbo const &) = delete;
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fbo & operator=(fbo const&) = delete;
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fbo(fbo && r) : id(r.id) { r.id = 0; }
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fbo & operator=(fbo && r) { std::swap(id, r.id); return *this; }
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bool created() const { return id; }
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explicit operator bool() const { return created(); }
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void create(){ if(!id) gl::generate_framebuffers(1, &id); }
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void destroy(){ gl::delete_renderbuffers(1, &id); id = 0; }
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void bind() {
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create();
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gl::bind_framebuffer(GL_FRAMEBUFFER, id);
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}
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GLuint get_id() const {
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return id;
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}
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// Only well defined if the fbo owns the texture
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texture & get_texture() {
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return textures.front();
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}
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void attach(GLenum attachment, renderbuffer const & rb){
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bind();
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gl::framebuffer_renderbuffer(GL_FRAMEBUFFER, attachment, GL_RENDERBUFFER, rb.get_id());
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}
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void attach(GLenum attachment, renderbuffer && rb){
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renderbuffers.push_back(std::move(rb));
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attach(attachment, renderbuffers.back());
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}
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void attach(GLenum attachment, GLenum textarget, texture const & t){
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bind();
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gl::framebuffer_texture_2d(GL_FRAMEBUFFER, attachment, textarget, t.get_id(), 0);
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}
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void attach(GLenum attachment, GLenum textarget, texture && t){
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textures.push_back(std::move(t));
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attach(attachment, textarget, textures.back());
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}
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void clear(GLenum bufferbits){
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bind();
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gl::clear(bufferbits);
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}
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static fbo create_default(GLsizei width, GLsizei height){
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fbo f;
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f.attach(GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture::create(width, height, GL_RGBA32F));
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f.attach(GL_DEPTH_ATTACHMENT, renderbuffer::create(width, height, 1, GL_DEPTH_COMPONENT16));
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f.clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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return f;
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}
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private:
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std::vector<renderbuffer> renderbuffers;
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std::vector<texture> textures;
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GLuint id = 0;
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};
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}
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57
lib/renderbuffer.hpp
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57
lib/renderbuffer.hpp
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#pragma once
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#include <moggle/core/gl.hpp>
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namespace moggle {
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struct renderbuffer {
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explicit renderbuffer(bool create_now = false) {
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if(create_now) create();
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}
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~renderbuffer() { destroy(); }
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renderbuffer(renderbuffer const &) = delete;
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renderbuffer & operator=(renderbuffer const&) = delete;
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renderbuffer(renderbuffer && r) : id(r.id) { r.id = 0; }
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renderbuffer & operator=(renderbuffer && r) { std::swap(id, r.id); return *this; }
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bool created() const { return id; }
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explicit operator bool() const { return created(); }
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void create(){ if(!id) gl::generate_renderbuffers(1, &id); }
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void destroy(){ gl::delete_renderbuffers(1, &id); id = 0; }
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void bind() {
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create();
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gl::bind_renderbuffer(GL_RENDERBUFFER, id);
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}
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GLuint get_id() const {
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return id;
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}
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void storage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height){
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bind();
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gl::renderbuffer_storage(target, internalformat, width, height);
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}
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void storage_multisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height){
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bind();
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||||
// TODO: wrap this call
|
||||
glRenderbufferStorageMultisample(target, samples, internalformat, width, height);
|
||||
}
|
||||
|
||||
static renderbuffer create(GLsizei width, GLsizei height, GLsizei samples = 1, GLenum format = GL_RGBA4){
|
||||
renderbuffer r;
|
||||
if(samples <= 1) r.storage(GL_RENDERBUFFER, format, width, height);
|
||||
else r.storage_multisample(GL_RENDERBUFFER, samples, format, width, height);
|
||||
return r;
|
||||
}
|
||||
|
||||
private:
|
||||
GLuint id = 0;
|
||||
};
|
||||
|
||||
}
|
62
lib/texture.hpp
Normal file
62
lib/texture.hpp
Normal file
|
@ -0,0 +1,62 @@
|
|||
#pragma once
|
||||
|
||||
#include <moggle/core/gl.hpp>
|
||||
#include <moggle/core/gl_type_traits.hpp>
|
||||
|
||||
/*
|
||||
* NOTE:
|
||||
* in glTexImage2D, border MUST be 0, so this parameter is left out in this interface.
|
||||
*/
|
||||
|
||||
namespace moggle {
|
||||
|
||||
struct texture {
|
||||
explicit texture(bool create_now = false) {
|
||||
if(create_now) create();
|
||||
}
|
||||
|
||||
~texture() { destroy(); }
|
||||
|
||||
texture(texture const &) = delete;
|
||||
texture & operator=(texture const&) = delete;
|
||||
|
||||
texture(texture && t) : id(t.id) { t.id = 0; }
|
||||
texture & operator=(texture && t) { std::swap(id, t.id); return *this; }
|
||||
|
||||
bool created() const { return id; }
|
||||
explicit operator bool() const { return created(); }
|
||||
|
||||
void create(){ if(!id) gl::generate_textures(1, &id); }
|
||||
void destroy(){ gl::delete_textures(1, &id); id = 0; }
|
||||
|
||||
void bind(GLenum target) {
|
||||
create();
|
||||
gl::bind_texture(target, id);
|
||||
}
|
||||
|
||||
GLuint get_id() const { return id; }
|
||||
|
||||
template <typename T>
|
||||
void image_2d(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLenum format, const T * data){
|
||||
bind(target);
|
||||
auto type = gl_type_traits<T>::gl_constant;
|
||||
gl::texture_image_2d(target, level, internalformat, width, height, 0, format, type, data);
|
||||
}
|
||||
|
||||
void image_2d(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, std::nullptr_t){
|
||||
bind(target);
|
||||
gl::texture_image_2d(target, level, internalformat, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
|
||||
}
|
||||
|
||||
//! creates empty texture
|
||||
static texture create(GLsizei width, GLsizei height, GLint internalformat = GL_RGBA, GLenum target = GL_TEXTURE_2D){
|
||||
texture t;
|
||||
t.image_2d(target, 0, internalformat, width, height, nullptr);
|
||||
return t;
|
||||
}
|
||||
|
||||
private:
|
||||
GLuint id = 0;
|
||||
};
|
||||
|
||||
}
|
|
@ -6,5 +6,5 @@ out float mx;
|
|||
void main(){
|
||||
gl_Position = vec4(1);
|
||||
gl_Position.xy = 0.04*position.xy;
|
||||
mx = cos(0.1*position.z);
|
||||
mx = cos(0.1337*position.z);
|
||||
}
|
12
resources/Texture.fsh
Normal file
12
resources/Texture.fsh
Normal file
|
@ -0,0 +1,12 @@
|
|||
#version 330
|
||||
|
||||
uniform sampler2D tex;
|
||||
uniform float maxf;
|
||||
|
||||
in vec2 tex_coord_;
|
||||
|
||||
out vec4 fragColor;
|
||||
|
||||
void main(){
|
||||
fragColor = sqrt(texture(tex, tex_coord_) / maxf);
|
||||
}
|
11
resources/Texture.vsh
Normal file
11
resources/Texture.vsh
Normal file
|
@ -0,0 +1,11 @@
|
|||
#version 330
|
||||
|
||||
in vec4 position;
|
||||
in vec2 tex_coord;
|
||||
|
||||
out vec2 tex_coord_;
|
||||
|
||||
void main(){
|
||||
gl_Position = position;
|
||||
tex_coord_ = tex_coord;
|
||||
}
|
|
@ -14,8 +14,8 @@ int main() {
|
|||
[&](ContextParameters ctxp){
|
||||
a = make_unique<App>(ctxp.context);
|
||||
},
|
||||
[&](ContextParameters){
|
||||
a->draw();
|
||||
[&](ContextParameters ctxp){
|
||||
a->draw(ctxp.bind_framebuffer, ctxp.flush_drawable);
|
||||
},
|
||||
[&](ContextParameters, CGFloat w, CGFloat h){
|
||||
a->resize(size_t(floor(w)), size_t(floor(h)));
|
||||
|
@ -30,7 +30,8 @@ int main() {
|
|||
{"s", 10.962073, 9, 13, [&](double x){ a->p_s = x; }},
|
||||
{"r", 31.211250, 30, 32, [&](double x){ a->p_r = x; }},
|
||||
{"b", 1.537946, 0.0001, 3, [&](double x){ a->p_b = x; }},
|
||||
{"dt", 0.013040, 0.0001, 0.03, [&](double x){ a->p_dt = x; }}
|
||||
{"dt", 0.013040, 0.0001, 0.03, [&](double x){ a->p_dt = x; }},
|
||||
{"max", 500, 0.1, 50000, [&](double x){ a->maxf = x; }},
|
||||
}});
|
||||
|
||||
app.run();
|
||||
|
|
Reference in a new issue