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/*******************************************************
* Copyright (c) 2015-2019, ArrayFire
* All rights reserved.
*
* This file is distributed under 3-clause BSD license.
* The complete license agreement can be obtained at:
* http://arrayfire.com/licenses/BSD-3-Clause
********************************************************/
#include <forge.h>
#define USE_FORGE_CPU_COPY_HELPERS
#include <ComputeCopy.h>
#include <complex>
#include <cmath>
#include <vector>
#include <iostream>
#include <random>
#include <algorithm>
#include <functional>
#include <iterator>
const unsigned DIMX = 1000;
const unsigned DIMY = 800;
const float FRANGE_START = 0.f;
const float FRANGE_END = 2.f * 3.1415926f;
using namespace std;
void map_range_to_vec_vbo(float range_start, float range_end, float dx,
std::vector<float> &vec,
float (*map) (float))
{
if(range_start > range_end && dx > 0) return;
for(float i=range_start; i < range_end; i+=dx){
vec.push_back(i);
vec.push_back((*map)(i));
}
}
int main(void)
{
std::vector<float> cosData;
std::vector<float> tanData;
map_range_to_vec_vbo(FRANGE_START, FRANGE_END, 0.1f, cosData, &cosf);
map_range_to_vec_vbo(FRANGE_START, FRANGE_END, 0.1f, tanData, &tanf);
std::random_device r;
std::default_random_engine e1(r());
std::mt19937_64 gen(r());
std::uniform_int_distribution<int> uDist(20, 80);
std::uniform_real_distribution<float> cDist(0.2, 0.6);
std::uniform_real_distribution<float> fDist(0.4, 0.6);
auto clr = std::bind(cDist, gen);
auto rnd = std::bind(uDist, e1);
auto alp = std::bind(fDist, gen);
std::vector<float> colors(3*tanData.size());
std::vector<float> alphas(tanData.size());
std::vector<float> radii(tanData.size());
std::generate(colors.begin(), colors.end(), clr);
std::generate(radii.begin(), radii.end(), rnd);
std::generate(alphas.begin(), alphas.end(), alp);
/*
* First Forge call should be a window creation call
* so that necessary OpenGL context is created for any
* other forge::* object to be created successfully
*/
forge::Window wnd(DIMX, DIMY, "Bubble chart with Transparency Demo");
wnd.makeCurrent();
forge::Chart chart(FG_CHART_2D);
chart.setAxesLimits(FRANGE_START, FRANGE_END, -1.0f, 1.0f);
/* Create several plot objects which creates the necessary
* vertex buffer objects to hold the different plot types
*/
forge::Plot plt1 = chart.plot(cosData.size()/2, forge::f32,
FG_PLOT_LINE, FG_MARKER_TRIANGLE); //or specify a specific plot type
forge::Plot plt2 = chart.plot(tanData.size()/2, forge::f32,
FG_PLOT_LINE, FG_MARKER_CIRCLE); //last parameter specifies marker shape
/* Set plot colors */
plt1.setColor(FG_RED);
plt2.setColor(FG_GREEN); //use a forge predefined color
/* Set plot legends */
plt1.setLegend("Cosine");
plt2.setLegend("Tangent");
/* set plot global marker size */
plt1.setMarkerSize(20);
/* copy your data into the opengl buffer object exposed by
* forge::Plot class and then proceed to rendering.
* To help the users with copying the data from compute
* memory to display memory, Forge provides copy headers
* along with the library to help with this task
*/
GfxHandle* handles[5];
// create GL-CPU interop buffers
createGLBuffer(&handles[0], plt1.vertices(), FORGE_VERTEX_BUFFER);
createGLBuffer(&handles[1], plt2.vertices(), FORGE_VERTEX_BUFFER);
createGLBuffer(&handles[2], plt2.colors(), FORGE_VERTEX_BUFFER);
createGLBuffer(&handles[3], plt2.alphas(), FORGE_VERTEX_BUFFER);
createGLBuffer(&handles[4], plt2.radii(), FORGE_VERTEX_BUFFER);
// copy the data from compute buffer to graphics buffer
copyToGLBuffer(handles[0], (ComputeResourceHandle)cosData.data(), plt1.verticesSize());
copyToGLBuffer(handles[1], (ComputeResourceHandle)tanData.data(), plt2.verticesSize());
/* update color value for tan graph */
copyToGLBuffer(handles[2], (ComputeResourceHandle)colors.data(), plt2.colorsSize());
/* update alpha values for tan graph */
copyToGLBuffer(handles[3], (ComputeResourceHandle)alphas.data(), plt2.alphasSize());
/* update marker sizes for tan graph markers */
copyToGLBuffer(handles[4], (ComputeResourceHandle)radii.data(), plt2.radiiSize());
do {
wnd.draw(chart);
} while(!wnd.close());
// destroy GL-CPU Interop buffer
releaseGLBuffer(handles[0]);
releaseGLBuffer(handles[1]);
releaseGLBuffer(handles[2]);
releaseGLBuffer(handles[3]);
releaseGLBuffer(handles[4]);
return 0;
}
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