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#include <iostream>
#include <algorithm>
#include <array>
#include <glm/vec2.hpp>
#include <cpplocate/cpplocate.h>
#include <cpplocate/ModuleInfo.h>
#include <glbinding/gl/gl.h>
#include <glbinding/gl/extension.h>
#include <glbinding/ContextInfo.h>
#include <glbinding/Version.h>
#include <GLFW/glfw3.h>
#include <globjects/globjects.h>
#include <globjects/base/File.h>
#include <globjects/logging.h>
#include <globjects/Buffer.h>
#include <globjects/Program.h>
#include "ScreenAlignedQuad.h"
#include "datapath.inl"
using namespace gl;
namespace
{
ScreenAlignedQuad * g_quad = nullptr;
globjects::Buffer * g_buffer = nullptr;
auto g_size = glm::ivec2{};
}
void initialize()
{
const auto dataPath = common::retrieveDataPath("globjects", "dataPath");
g_quad = new ScreenAlignedQuad(globjects::Shader::fromFile(GL_FRAGMENT_SHADER, dataPath + "ssbo/ssbo.frag"));
g_quad->ref();
g_quad->program()->setUniform("maximum", 10);
g_quad->program()->setUniform("rowCount", 10);
g_quad->program()->setUniform("columnCount", 10);
static const auto data = std::array<int, 100> {
1,2,3,4,5,6,7,8,9,10,
10,1,2,3,4,5,6,7,8,9,
9,10,1,2,3,4,5,6,7,8,
8,9,10,1,2,3,4,5,6,7,
7,8,9,10,1,2,3,4,5,6,
6,7,8,9,10,1,2,3,4,5,
5,6,7,8,9,10,1,2,3,4,
4,5,6,7,8,9,10,1,2,3,
3,4,5,6,7,8,9,10,1,2,
2,3,4,5,6,7,8,9,10,1 };
g_buffer = new globjects::Buffer();
g_buffer->ref();
g_buffer->setData(sizeof(data), data.data(), GL_STATIC_DRAW);
g_buffer->bindBase(GL_SHADER_STORAGE_BUFFER, 1);
}
void deinitialize()
{
g_quad->unref();
g_buffer->unref();
}
void draw()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glViewport(0, 0, g_size.x, g_size.y);
g_quad->draw();
}
void error(int errnum, const char * errmsg)
{
globjects::critical() << errnum << ": " << errmsg << std::endl;
}
void framebuffer_size_callback(GLFWwindow * /*window*/, int width, int height)
{
g_size = glm::ivec2{ width, height };
}
void key_callback(GLFWwindow * window, int key, int /*scancode*/, int action, int /*modes*/)
{
if (key == GLFW_KEY_ESCAPE && action == GLFW_RELEASE)
glfwSetWindowShouldClose(window, true);
if (key == GLFW_KEY_F5 && action == GLFW_RELEASE)
globjects::File::reloadAll();
}
int main(int /*argc*/, char * /*argv*/[])
{
// Initialize GLFW
if (!glfwInit())
return 1;
glfwSetErrorCallback(error);
glfwDefaultWindowHints();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, true);
// Create a context and, if valid, make it current
GLFWwindow * window = glfwCreateWindow(640, 480, "globjects Shader Storage Buffer Objects", NULL, NULL);
if (window == nullptr)
{
globjects::critical() << "Context creation failed. Terminate execution.";
glfwTerminate();
return -1;
}
glfwSetKeyCallback(window, key_callback);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
glfwMakeContextCurrent(window);
// Initialize globjects (internally initializes glbinding, and registers the current context)
globjects::init();
std::cout << std::endl
<< "OpenGL Version: " << glbinding::ContextInfo::version() << std::endl
<< "OpenGL Vendor: " << glbinding::ContextInfo::vendor() << std::endl
<< "OpenGL Renderer: " << glbinding::ContextInfo::renderer() << std::endl << std::endl;
globjects::info() << "Press F5 to reload shaders." << std::endl << std::endl;
glfwGetFramebufferSize(window, &g_size[0], &g_size[1]);
initialize();
// Main loop
while (!glfwWindowShouldClose(window))
{
glfwPollEvents();
draw();
glfwSwapBuffers(window);
}
deinitialize();
// Properly shutdown GLFW
glfwTerminate();
return 0;
}
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