mirror of
https://github.com/libretro/cpp-cheat.git
synced 2025-04-06 21:11:39 +00:00
213 lines
6.7 KiB
C
213 lines
6.7 KiB
C
/*
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SDL version of the GLFW shader at ../opengl/glfw_heatmap.c
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to compare FPS with heatmap.c.
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*/
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#include "common.h"
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#define GLEW_STATIC
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#include <GL/glew.h>
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static const GLuint WIDTH = 500;
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static const GLuint HEIGHT = 500;
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static const GLchar* vertex_shader_source =
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"#version 120\n"
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"attribute vec2 coord2d;\n"
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"void main(void) {\n"
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" gl_Position = vec4(coord2d, 0.0, 1.0);\n"
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"}\n";
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static const GLchar* fragment_shader_source =
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"#version 120\n"
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"uniform float pi2;\n"
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"uniform float time;\n"
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"uniform float width;\n"
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"uniform float height;\n"
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"uniform float periods_x;\n"
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"uniform float periods_y;\n"
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"void main(void) {\n"
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" float center_x = width / 2.0;"
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" float center_y = height / 2.0;"
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" float x = (gl_FragCoord.x - center_x) * periods_x / width;"
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" float y = (gl_FragCoord.y - center_y) * periods_y / height;"
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" gl_FragColor[0] = 0.5 * (1.0 + (sin((pi2 * (sqrt(x*x + y*y) - time)))));\n"
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" gl_FragColor[1] = 0.0;\n"
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" gl_FragColor[2] = 0.0;\n"
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"}\n";
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static const GLfloat vertices[] = {
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-1.0, 1.0,
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1.0, 1.0,
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1.0, -1.0,
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-1.0, -1.0,
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};
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static const GLuint indexes[] = {
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0, 2, 1,
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0, 3, 2,
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};
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/* Copy paste. Upstream on OpenGL. */
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GLint common_get_shader_program(
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const char *vertex_shader_source,
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const char *fragment_shader_source) {
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GLchar *log = NULL;
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GLint fragment_shader, log_length, program, success, vertex_shader;
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/* Vertex shader */
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vertex_shader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertex_shader, 1, &vertex_shader_source, NULL);
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glCompileShader(vertex_shader);
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glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &success);
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glGetShaderiv(vertex_shader, GL_INFO_LOG_LENGTH, &log_length);
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log = malloc(log_length);
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if (log_length > 0) {
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glGetShaderInfoLog(vertex_shader, log_length, NULL, log);
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printf("vertex shader log:\n\n%s\n", log);
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}
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if (!success) {
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printf("vertex shader compile error\n");
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exit(EXIT_FAILURE);
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}
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/* Fragment shader */
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fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragment_shader, 1, &fragment_shader_source, NULL);
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glCompileShader(fragment_shader);
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glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &success);
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glGetShaderiv(fragment_shader, GL_INFO_LOG_LENGTH, &log_length);
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if (log_length > 0) {
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log = realloc(log, log_length);
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glGetShaderInfoLog(fragment_shader, log_length, NULL, log);
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printf("fragment shader log:\n\n%s\n", log);
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}
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if (!success) {
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printf("fragment shader compile error\n");
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exit(EXIT_FAILURE);
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}
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/* Link shaders */
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program = glCreateProgram();
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glAttachShader(program, vertex_shader);
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glAttachShader(program, fragment_shader);
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glLinkProgram(program);
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glGetProgramiv(program, GL_LINK_STATUS, &success);
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glGetProgramiv(program, GL_INFO_LOG_LENGTH, &log_length);
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if (log_length > 0) {
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log = realloc(log, log_length);
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glGetProgramInfoLog(program, log_length, NULL, log);
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printf("shader link log:\n\n%s\n", log);
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}
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if (!success) {
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printf("shader link error");
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exit(EXIT_FAILURE);
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}
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free(log);
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glDeleteShader(vertex_shader);
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glDeleteShader(fragment_shader);
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return program;
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}
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int main(void) {
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/* SDL variables. */
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SDL_Event event;
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SDL_Window *window;
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SDL_GLContext gl_context;
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const unsigned int WINDOW_WIDTH = 500, WINDOW_HEIGHT = WINDOW_WIDTH;
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double dt, initial_time;
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/* OpenGL variables. */
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GLint
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attribute_coord2d,
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ibo_size,
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width_location,
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height_location,
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time_location,
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periods_x_location,
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periods_y_location,
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pi2_location,
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program
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;
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GLuint ibo, vbo;
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const char *attribute_name = "coord2d";
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const float
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periods_x = 10.0,
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periods_y = 10.0,
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pi2 = 2.0 * acos(-1.0)
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;
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/* SDL init. */
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SDL_Init(SDL_INIT_TIMER | SDL_INIT_VIDEO);
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window = SDL_CreateWindow(__FILE__, 0, 0,
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WINDOW_WIDTH, WINDOW_HEIGHT, SDL_WINDOW_OPENGL);
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gl_context = SDL_GL_CreateContext(window);
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glewInit();
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/* OpenGL init. */
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{
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program = common_get_shader_program(vertex_shader_source, fragment_shader_source);
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attribute_coord2d = glGetAttribLocation(program, attribute_name);
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if (attribute_coord2d == -1) {
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fprintf(stderr, "error: attribute_coord2d: %s\n", attribute_name);
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return EXIT_FAILURE;
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}
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height_location = glGetUniformLocation(program, "height");
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periods_x_location = glGetUniformLocation(program, "periods_x");
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periods_y_location = glGetUniformLocation(program, "periods_y");
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pi2_location = glGetUniformLocation(program, "pi2");
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time_location = glGetUniformLocation(program, "time");
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width_location = glGetUniformLocation(program, "width");
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glUseProgram(program);
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glViewport(0, 0, WIDTH, HEIGHT);
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glGenBuffers(1, &vbo);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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glGenBuffers(1, &ibo);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indexes), indexes, GL_STATIC_DRAW);
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glGetBufferParameteriv(GL_ELEMENT_ARRAY_BUFFER, GL_BUFFER_SIZE, &ibo_size);
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glUniform1f(pi2_location, pi2);
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glUniform1f(width_location, WIDTH);
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glUniform1f(height_location, HEIGHT);
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glUniform1f(periods_x_location, periods_x);
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glUniform1f(periods_y_location, periods_y);
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}
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initial_time = common_get_secs();
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common_fps_init();
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while (1) {
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dt = common_get_secs() - initial_time;
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/* OpenGL draw. */
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glClear(GL_COLOR_BUFFER_BIT);
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glEnableVertexAttribArray(attribute_coord2d);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glVertexAttribPointer(attribute_coord2d, 2, GL_FLOAT, GL_FALSE, 0, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
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glUniform1f(time_location, dt);
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glDrawElements(GL_TRIANGLES, ibo_size / sizeof(indexes[0]), GL_UNSIGNED_INT, 0);
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glDisableVertexAttribArray(attribute_coord2d);
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common_fps_update_and_print();
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SDL_GL_SwapWindow(window);
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if (SDL_PollEvent(&event) && event.type == SDL_QUIT)
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break;
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}
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/* OpenGL cleanup. */
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glDeleteBuffers(1, &ibo);
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glDeleteBuffers(1, &vbo);
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glDeleteProgram(program);
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/* SDL cleanup. */
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SDL_GL_DeleteContext(gl_context);
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SDL_DestroyWindow(window);
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SDL_Quit();
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return EXIT_SUCCESS;
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}
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