aboutsummaryrefslogtreecommitdiff
path: root/tests/float_tex.cpp
blob: 61531124a1279b4c00bbacc00224bf9b2ea141b3 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
#define GL_GLEXT_PROTOTYPES
#define EGL_EGLEXT_PROTOTYPES
#include <cmath>
#include <iostream>
#include <vector>
extern "C" {
#include <GL/gl.h>
#include <GL/glut.h>
}
static const char vertex_shader[] =
        "#ifdef GL_ES\n"
        "precision lowp float;\n"
        "#endif\n"
        "attribute float indices;\n"
        "uniform sampler2D nodeInfo;\n"
        "varying vec4 color;"
        "\n"
        "void main(void)\n"
        "{\n"
        "    float s = (indices + 0.5) / 512.; \n"
        "    vec4  v = texture2D(nodeInfo, vec2( s, 0.5));\n"
        "    gl_Position = vec4(v.x, v.y, 0.5, 1.);\n"
        "    gl_PointSize = v.z;\n"
        "    color = vec4(0.5 + v.w/2., 0.5 + 0.5 * v.w/2., 0.5, 1);\n"
        "}\n";
static const char fragment_shader[] =
        "#ifdef GL_ES\n"
        "precision lowp float;\n"
        "#endif\n"
        "\n"
        "varying vec4 color;\n"
        "void main(void)\n"
        "{\n"
        "  float dst = distance(vec2(0.5, 0.5), gl_PointCoord); \n"
        "  gl_FragColor = color;\n"
        "  if ( dst > 0.3) {"
        "    gl_FragColor = vec4(0., 0., 0.5, 0.2);\n"
        "}\n"
        "if ( dst > 0.5) discard;\n"
        "}";
struct NodeInfo { //structure that we want to transmit to our shaders
    float x;
    float y;
    float s;
    float c;
};
GLuint nodeTexture; //texture id used to bind
GLuint nodeSamplerLocation; //shader sampler address
GLuint indicesAttributeLocation; //shader attribute address
GLuint indicesVBO; //Vertex Buffer Object Id;
const int nbNodes = 512;
NodeInfo * data = new NodeInfo[nbNodes]; //our data that will be transmitted using float texture.
double alpha = 0; //use to make a simple funny effect;
static void updateFloatTexture() {
    int count = 0;
    for (float x=0; x < nbNodes; ++x ) {
        data[count].x = 0.2*pow(cos(alpha), 3) + (sin(alpha)*3. + 3.5) * x/nbNodes * cos(alpha + x/nbNodes * 16. * M_PI);
        data[count].y = 0.2*pow(sin(alpha), 3) + (sin(alpha)*3. + 3.5) * x/nbNodes * sin(alpha + x/nbNodes * 16. * M_PI);
        data[count].s = (16. + 16. * cos(alpha + x/nbNodes * 32. * M_PI)) + 8.;// * fmod(x/nbNodes + alpha, 1.) + 5.;
        data[count].c = 0.5 + 0.5 * sin(alpha + x/nbNodes * 32. * M_PI);
        ++count;
    }
    glBindTexture(GL_TEXTURE_2D, nodeTexture);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, nbNodes, 1, 0, GL_RGBA, GL_FLOAT, data);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    glBindTexture(GL_TEXTURE_2D, NULL);
    alpha -= 0.001;
}
static void glut_draw_callback(void) {
    glDisable(GL_CULL_FACE);
    glDisable(GL_DEPTH_TEST);
    glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    glClearColor(1., 1., 1., 0.);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glActiveTexture(GL_TEXTURE0);
    updateFloatTexture(); //we change the texture each time to create the effect (it is just for the test)
    glBindTexture(GL_TEXTURE_2D, nodeTexture);
    glUniform1i(nodeSamplerLocation, GL_TEXTURE0);
    glEnableVertexAttribArray(0);
    glBindBuffer(GL_ARRAY_BUFFER, indicesVBO);
    glVertexAttribPointer(0, 1, GL_FLOAT, GL_FALSE, 0, NULL);
    glDrawArrays(GL_POINTS, 0, nbNodes);
    glutSwapBuffers();
}
GLuint createShader(const char source[], int type) {
    char msg[512];
    GLuint shader = glCreateShader(type);
    glShaderSource(shader, 1, (const GLchar**)(&source), NULL);
    glCompileShader(shader);
    glGetShaderInfoLog(shader, sizeof msg, NULL, msg);
    std::cout << "Shader info: " << msg << std::endl;
    return shader;
}
static void gl_init(void) {
    GLuint program = glCreateProgram();
    glAttachShader(program, createShader(vertex_shader  , GL_VERTEX_SHADER));
    glAttachShader(program, createShader(fragment_shader, GL_FRAGMENT_SHADER));
    glLinkProgram(program);
    char msg[512];
    glGetProgramInfoLog(program, sizeof msg, NULL, msg);
    std::cout << "info: " <<  msg << std::endl;
    glUseProgram(program);
    std::vector<float> elements(nbNodes);
    int count = 0;
    for (float x=0; x < nbNodes; ++x ) {
        elements[count] = count;
        ++count;
    }
    /*Create one texture to store all the needed information */
    glGenTextures(1, &nodeTexture);
    /* Store the vertices in a vertex buffer object (VBO) */
    glGenBuffers(1, &indicesVBO);
    glBindBuffer(GL_ARRAY_BUFFER, indicesVBO);
    glBufferData(GL_ARRAY_BUFFER, elements.size() * sizeof(uint), &elements[0], GL_STATIC_DRAW);
    /* Get the locations of the uniforms so we can access them */
    nodeSamplerLocation      = glGetUniformLocation(program, "nodeInfo");
    glBindAttribLocation(program, 0, "indices");
    //Enable glPoint size in shader, always enable in Open Gl ES 2.
    glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
    glEnable(GL_POINT_SPRITE);
}
int main(int argc, char *argv[]) {
    glutInit(&argc, argv);
    glutInitWindowSize(640, 480);
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
    glutCreateWindow("Simple FLOAT Texture Test");
    /* Set up glut callback functions */
    glutDisplayFunc(glut_draw_callback      );
    gl_init();
    glutMainLoop();
    return 0;
}