diff options
-rw-r--r-- | .gitignore | 5 | ||||
-rw-r--r-- | Makefile | 21 | ||||
-rw-r--r-- | SConstruct | 22 | ||||
-rw-r--r-- | bullet.cpp | 26 | ||||
-rw-r--r-- | bullet.h | 20 | ||||
-rw-r--r-- | bullet_fragment.glsl | 11 | ||||
-rw-r--r-- | bullet_vertex.glsl | 14 | ||||
-rw-r--r-- | foo.png | bin | 0 -> 1435 bytes | |||
-rw-r--r-- | foo2.png | bin | 0 -> 1024 bytes | |||
-rw-r--r-- | main.cpp | 287 | ||||
-rw-r--r-- | shader.cpp | 91 | ||||
-rw-r--r-- | shader.h | 51 | ||||
-rw-r--r-- | texture.cpp | 29 | ||||
-rw-r--r-- | texture.h | 14 | ||||
-rw-r--r-- | texturesdl.cpp | 17 | ||||
-rw-r--r-- | texturesdl.h | 8 | ||||
-rw-r--r-- | vector.cpp | 47 | ||||
-rw-r--r-- | vector.h | 36 |
18 files changed, 699 insertions, 0 deletions
diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..8015c2e --- /dev/null +++ b/.gitignore @@ -0,0 +1,5 @@ +*.swp +*.o +.sconf_temp +.sconsign.dblite +config.log diff --git a/Makefile b/Makefile new file mode 100644 index 0000000..2e0fd63 --- /dev/null +++ b/Makefile @@ -0,0 +1,21 @@ +CC = g++ +CFLAGS = -Wall -g $(shell sdl-config --cflags) +LDFLAGS = $(shell sdl-config --libs) -lGL -lGLU# -lGLcore +TARGET = foo +OBJECTS = shader.o main.o + +all: $(TARGET) + +$(TARGET): $(SHADERHEADERS) $(OBJECTS) + $(CC) $(LDFLAGS) -o $@ $^ + +main.o: $(SHADERHEADERS) + +%.o: %.cpp + $(CC) $(CFLAGS) -c -o $@ $< + +%.o: %.cpp %.h + $(CC) $(CFLAGS) -c -o $@ $< + +clean: + rm -f $(TARGET) $(OBJECTS) $(SHADERHEADERS) diff --git a/SConstruct b/SConstruct new file mode 100644 index 0000000..ce1b818 --- /dev/null +++ b/SConstruct @@ -0,0 +1,22 @@ +AddOption('--release', action = 'store_true') + +env = Environment() + +conf = Configure(env) +for lib in ('GL', 'GLU', 'SDL', 'SDL_image'): + if not conf.CheckLib(lib): + print 'Could not find %s' % lib + Exit(1) +env = conf.Finish() + +if GetOption('release'): + env.Append(CCFLAGS = ['-O2']) +else: + env.Append(CCFLAGS = ['-Wall', '-g']) + +env.ParseConfig('sdl-config --cflags --libs') +env.ParseConfig('pkg-config --cflags --libs ftgl') + +env.Program('foo', Glob('*.cpp')) + +# vim: syn=python diff --git a/bullet.cpp b/bullet.cpp new file mode 100644 index 0000000..b7df9fb --- /dev/null +++ b/bullet.cpp @@ -0,0 +1,26 @@ +#include "bullet.h" + +Bullet::Bullet() { +} + +Bullet::Bullet(const Vector3& pos, const Vector3& direction, float radius) { + this->pos = pos; + this->direction = direction; + this->radius = radius; +} + +Bullet::Bullet(const Bullet& b) { + pos = b.pos; + direction = b.direction; + radius = b.radius; +} + +Bullet& Bullet::operator=(const Bullet& b) { + pos = b.pos; + direction = b.direction; + radius = b.radius; + return *this; +} + +Bullet::~Bullet() { +} diff --git a/bullet.h b/bullet.h new file mode 100644 index 0000000..23a4a3f --- /dev/null +++ b/bullet.h @@ -0,0 +1,20 @@ +#ifndef _BULLET_H_ +#define _BULLET_H_ + +#include "vector.h" + +class Bullet { + public: + Vector3 pos; + Vector3 direction; + float radius; + + Bullet(); + Bullet(const Vector3& pos, const Vector3& direction, float radius); + Bullet(const Bullet& b); + ~Bullet(); + + Bullet& operator=(const Bullet& b); +}; + +#endif diff --git a/bullet_fragment.glsl b/bullet_fragment.glsl new file mode 100644 index 0000000..3bd7717 --- /dev/null +++ b/bullet_fragment.glsl @@ -0,0 +1,11 @@ +varying mat4 v_tex_rot; +uniform sampler2D tex; + +void main() { + vec2 l_uv = gl_PointCoord; + const vec2 l_offset = vec2(0.5, 0.5); + l_uv -= l_offset; + l_uv = vec2(v_tex_rot * vec4(l_uv, 0.0, 1.0)); + l_uv += l_offset; + gl_FragColor = vec4(texture2D(tex, l_uv)) * gl_Color; +} diff --git a/bullet_vertex.glsl b/bullet_vertex.glsl new file mode 100644 index 0000000..0843be2 --- /dev/null +++ b/bullet_vertex.glsl @@ -0,0 +1,14 @@ +varying mat4 v_tex_rot; + +void main() { + vec4 l_position = gl_Vertex; + vec2 l_direction = normalize(vec2(l_position.z, l_position.w)); + v_tex_rot = mat4(l_direction.x, l_direction.y, 0.0, 0.0, + -l_direction.y, l_direction.x, 0.0, 0.0, + 0.0, 0.0, 1.0, 0.0, + 0.0, 0.0, 0.0, 1.0); + l_position.z = 0.0; + l_position.w = 1.0; + gl_FrontColor = gl_Color; + gl_Position = gl_ModelViewProjectionMatrix * l_position; +} Binary files differdiff --git a/foo2.png b/foo2.png Binary files differnew file mode 100644 index 0000000..7673659 --- /dev/null +++ b/foo2.png diff --git a/main.cpp b/main.cpp new file mode 100644 index 0000000..51ef1c2 --- /dev/null +++ b/main.cpp @@ -0,0 +1,287 @@ +#include <iostream> +#include <fstream> +#define GL_GLEXT_PROTOTYPES +#include <GL/gl.h> +#include <GL/glu.h> +#include <math.h> +#include <vector> +#include <list> +#include <queue> +#include "SDL.h" +#include <FTGL/ftgl.h> +#include "texturesdl.h" +#include "shader.h" +#include "vector.h" +#include "bullet.h" + +class BulletAdder { + public: + unsigned int time; + Bullet bullet; + + BulletAdder(unsigned int time, Bullet bullet) { this->time = time; this->bullet = bullet; } + + bool operator<(const BulletAdder& ba) { + return time < ba.time; + }; +}; + +class BulletAdderComparison { + bool reverse; + + public: + BulletAdderComparison(const bool& revparam = false) { reverse = revparam; }; + bool operator()(const BulletAdder& left, const BulletAdder& right) { + return (reverse ? left.time < right.time : left.time > right.time); + }; +}; + +std::list<Bullet> bullets; +std::priority_queue<BulletAdder, std::vector<BulletAdder>, BulletAdderComparison> bullets_queue; + +void create_pattern1(unsigned int base) { + for(int j = 0; j < 8; j++) { + for(float i = 0; i < M_PI; i += 0.1) { + bullets_queue.push(BulletAdder(base + j * 400 + (unsigned int)(i*100), + Bullet( + Vector3(50.0 + sinf(j % 2 ? M_PI_2 + i : M_PI - i + M_PI_2) * 9, 80 + cosf(M_PI_2 + i) * 10, 0), + Vector3(sinf(j % 2 ? M_PI_2 + i : M_PI - i + M_PI_2) / 150.0, -0.01, 0), + 5))); + } + } +} + +void create_pattern2(unsigned int base) { + for(float i = 0; i < M_PI * 16; i += 0.1) { + bullets_queue.push(BulletAdder(base + (unsigned int)(i*40), + Bullet( + Vector3(50.0 + cosf(i) * 5, + 50.0 + sinf(i) * 5, 0), + Vector3(cosf(i) / 100.0, sinf(i) / 100.0, 0), + 5))); + } +} + +void create_pattern2_2(unsigned int base) { + for(float i = 0; i < M_PI * 64; i += 0.1) { + bullets_queue.push(BulletAdder(base + (unsigned int)(i*40), + Bullet( + Vector3(50.0 + cosf(i) * 5, + 50.0 + sinf(i) * 5, 0), + Vector3(cosf(i + i / 50.0) / 100.0, sinf(i + i / 50.0) / 100.0, 0), + 5))); + } +} + +void create_pattern3(unsigned int base) { + for(float i = 0; i < 101; i++) { + bullets_queue.push(BulletAdder(base + i, + Bullet( + Vector3(i, 90.0 - sinf(i), 0), + Vector3(cosf(i) / 100.0, (-5.0 + sinf(i)) / 200.0, 0), + 5))); + } +} + +void create_bullets() { + create_pattern1(50); + create_pattern2(9000); + create_pattern3(12000); + //create_pattern2_2(100); +} + +int main() { + if(SDL_Init(SDL_INIT_VIDEO) < 0) { + fprintf(stderr, "Failed to initialize SDL: %s\n", SDL_GetError()); + return 1; + } + + SDL_Surface *surface = SDL_SetVideoMode(640, 480, 0, SDL_OPENGL | SDL_GL_DOUBLEBUFFER | SDL_HWPALETTE | SDL_HWSURFACE); + if(surface == NULL) { + fprintf(stderr, "Failed to set video mode: %s\n", SDL_GetError()); + return 1; + } + + SDL_Event event; + bool running = true; + bool paused = false; + + SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); + SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); + + glEnable(GL_TEXTURE_2D); + + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + + glEnable(GL_POINT_SPRITE); + glTexEnvi(GL_POINT_SPRITE, GL_COORD_REPLACE, GL_TRUE); + + glClearColor(0, 0, 0, 0); + glClearDepth(1); + + glEnable(GL_DEPTH_TEST); + glDepthFunc(GL_LEQUAL); + + glShadeModel(GL_SMOOTH); + + create_bullets(); + + TextureSDL texture1("foo.png"); + TextureSDL texture2("foo2.png"); + + GLFragmentShader shader1("bullet_fragment.glsl"); + GLVertexShader shader2("bullet_vertex.glsl"); + GLShaderProgram program; + program.attach(shader1); + program.attach(shader2); + program.link(); + + FTPixmapFont font("/usr/share/fonts/TTF/DejaVuSansMono.ttf"); + font.FaceSize(12); + + float f = 0.0; + float fps = 0.0; + unsigned int lasttick = SDL_GetTicks(); + unsigned int elapsed = 0; + unsigned int lastframes = 0, + frames = 0; + while(running) { + while(SDL_PollEvent(&event)) { + switch(event.type) { + case SDL_QUIT: + running = false; + break; + case SDL_KEYDOWN: + switch(event.key.keysym.sym) { + case SDLK_ESCAPE: + running = false; + break; + case SDLK_SPACE: + paused = !paused; + lasttick = SDL_GetTicks(); + break; + default: + break; + } + break; + } + } + + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + gluPerspective(45, 640. / 480., 1, 100); + + glMatrixMode(GL_MODELVIEW); + glLoadIdentity(); + + unsigned int tick = SDL_GetTicks(); + unsigned int step = tick - lasttick; + lasttick = tick; + + if(!paused) { + f += 0.0005 * step; + elapsed += step; + while(bullets_queue.size() && bullets_queue.top().time <= elapsed) { + BulletAdder ba = bullets_queue.top(); + Bullet& bullet = ba.bullet; + bullets_queue.pop(); + bullets.push_back(bullet); + } + } + gluLookAt( + 5 * sinf(f), 1, 5 * cosf(f), + 0, 0, 0, + 5 * sinf(f), 2, 5 * cosf(f)); + + glBegin(GL_LINES); + for(int i = -10; i < 11; i++) { + if(i % 5 == 0) + glColor3f(1, 1, 1); + else + glColor3f(.5, .5, .5); + glVertex3f(i, 0, -10); + glVertex3f(i, 0, 10); + glVertex3f(-10, 0, i); + glVertex3f(10, 0, i); + } + glEnd(); + + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + glOrtho(0, 100, 0, 100, 0, 10); + + glMatrixMode(GL_MODELVIEW); + glLoadIdentity(); + + glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP_TO_EDGE); + program.use(); + std::list<Bullet>::iterator it; + glPointSize(16.0); + glEnable(GL_TEXTURE_2D); + glBindTexture(GL_TEXTURE_2D, texture2.tex()); + glBegin(GL_POINTS); + for(it = bullets.begin(); it != bullets.end();) { + Bullet& b = (*it); + + if(!paused) { + b.pos.x += b.direction.x * step; + b.pos.y += b.direction.y * step; + b.pos.z += b.direction.z * step; + } + + glVertex4f(b.pos.x, b.pos.y, b.direction.x, b.direction.y); + //glColor3f(b.color.r, b.color.g, b.color.b); + /*glTexCoord2f(0, 0); + glVertex3f(b.pos.x-1, b.pos.y-1, b.pos.z); + glTexCoord2f(1, 0); + glVertex3f(b.pos.x+1, b.pos.y-1, b.pos.z); + glTexCoord2f(1, 1); + glVertex3f(b.pos.x+1, b.pos.y+1, b.pos.z); + glTexCoord2f(0, 1); + glVertex3f(b.pos.x-1, b.pos.y+1, b.pos.z);*/ + + if(b.pos.x < -b.radius || b.pos.x > 100+b.radius || b.pos.y < -b.radius || b.pos.y > 100+b.radius) { + it = bullets.erase(it); + } else { + it++; + } + } + glEnd(); + //glDisable(GL_POINT_SPRITE); + glDisable(GL_TEXTURE_2D); + + glUseProgram(0); + + char s[0xff]; + + snprintf(s, 0xff, "Bullets: %d", (int)bullets.size()); + glRasterPos2f(1, 1); + font.Render(s); + + snprintf(s, 0xff, "Queue: %d", (int)bullets_queue.size()); + glRasterPos2f(1, 1 + font.LineHeight() * (100.0 / 480.0)); + font.Render(s); + + if(tick - lastframes >= 1000) { + fps = (float)frames * ((float)(tick - lastframes) / 1000.0f); + frames = 1; + lastframes = tick; + } else { + frames++; + } + snprintf(s, 0xff, "FPS: %.2f", fps); + glRasterPos2f(1, 1 + 2 * font.LineHeight() * (100.0 / 480.0)); + font.Render(s); + + + SDL_GL_SwapBuffers(); + + SDL_Delay(1); + } + + SDL_Quit(); +} diff --git a/shader.cpp b/shader.cpp new file mode 100644 index 0000000..04aa031 --- /dev/null +++ b/shader.cpp @@ -0,0 +1,91 @@ +#include <fstream> +#include "shader.h" + +bool GLBaseShader::shader_source(const char *filename) { + std::ifstream inf(filename, std::ios_base::in); + if(!inf.is_open()) { + std::cerr << "Failed to load shader " << filename << std::endl; + return false; + } + inf.seekg(0, std::ios_base::end); + int length = inf.tellg(); + inf.seekg(0, std::ios_base::beg); + char *buffer = new char[length]; + inf.read(buffer, length); + inf.close(); + + glShaderSource(shader, 1, (const GLchar**)&buffer, &length); + print_check_ogl_error(); + delete[] buffer; + glCompileShader(shader); + print_check_ogl_error(); + int p; + glGetShaderiv(shader, GL_COMPILE_STATUS, &p); + if(p == 0) { + std::cerr << "Failed to compile shader:" << std::endl; + char log[0xffff]; + int size; + glGetShaderInfoLog(shader, 0xffff, &size, (GLchar*)&log); + std::cerr << log << std::endl; + } + return shader; +} + +bool GLBaseShader::shader_source(std::string& filename) { + return shader_source(filename.c_str()); +} + +GLBaseShader::GLBaseShader(GLenum type) { + shader = glCreateShader(type); +} + +GLShaderProgram::GLShaderProgram() { + program = glCreateProgram(); +} + +bool GLShaderProgram::attach(GLBaseShader& shader) { + glAttachShader(program, shader.shader); + return !print_check_ogl_error(); +} + +bool GLShaderProgram::detach(GLBaseShader& shader) { + glDetachShader(program, shader.shader); + return !print_check_ogl_error(); +} + +bool GLShaderProgram::link() { + glLinkProgram(program); + bool error = print_check_ogl_error(); + int p; + glGetProgramiv(program, GL_LINK_STATUS, &p); + if(p == 0) { + std::cerr << "Failed to link program:" << std::endl; + char log[0xffff]; + int size; + glGetProgramInfoLog(program, 0xffff, &size, (GLchar*)&log); + printf(log); + } + return !error && p; +} + +bool GLShaderProgram::use() { + if(!glIsProgram(program)) program = glCreateProgram(); + glUseProgram(program); + return !print_check_ogl_error(); +} + +void GLShaderProgram::remove() { + glDeleteProgram(program); +} + +void print_ogl_error(GLenum error) { + unsigned char *buf = (unsigned char*)gluErrorString(error); + std::cerr << "OpenGL: " << buf << std::endl; +} + +bool print_check_ogl_error() { + GLenum error = glGetError(); + if(error != GL_NO_ERROR) + print_ogl_error(error); + return error != GL_NO_ERROR; +} diff --git a/shader.h b/shader.h new file mode 100644 index 0000000..d2ec9d4 --- /dev/null +++ b/shader.h @@ -0,0 +1,51 @@ +#ifndef _SHADER_H_ +#define _SHADER_H_ + +#include <iostream> +#include <string> +#define GL_GLEXT_PROTOTYPES +#include <GL/gl.h> +#include <GL/glu.h> + +class GLBaseShader { + friend class GLShaderProgram; + + protected: + bool shader_source(const char *filename); + bool shader_source(std::string& filename); + unsigned int shader; + public: + GLBaseShader(GLenum); +}; + +class GLVertexShader : public GLBaseShader { + public: + GLVertexShader() : GLBaseShader(GL_VERTEX_SHADER) {}; + GLVertexShader(const char *s) : GLBaseShader(GL_VERTEX_SHADER) { shader_source(s); }; + GLVertexShader(std::string& s) : GLBaseShader(GL_VERTEX_SHADER) { shader_source(s); }; +}; + +class GLFragmentShader : public GLBaseShader { + public: + GLFragmentShader() : GLBaseShader(GL_FRAGMENT_SHADER) {}; + GLFragmentShader(const char *s) : GLBaseShader(GL_FRAGMENT_SHADER) { shader_source(s); }; + GLFragmentShader(std::string& s) : GLBaseShader(GL_FRAGMENT_SHADER) { shader_source(s); }; +}; + +class GLShaderProgram { + protected: + unsigned int program; + public: + GLShaderProgram(); + + bool attach(GLBaseShader&); + bool detach(GLBaseShader&); + bool link(); + bool use(); + void remove(); +}; + +void print_ogl_error(GLenum); +bool print_check_ogl_error(); + +#endif diff --git a/texture.cpp b/texture.cpp new file mode 100644 index 0000000..ca9d8e7 --- /dev/null +++ b/texture.cpp @@ -0,0 +1,29 @@ +#ifndef __APPLE__ +#include <GL/gl.h> +#include <GL/glut.h> +#else +#include <OpenGL/gl.h> +#include <GLUT/glut.h> +#endif +#include <stdexcept> +#include "texture.h" +#include <stdio.h> + +unsigned int Texture::tex() { + return texture; +} + +void Texture::build() { + if(!data) { + throw(std::runtime_error("No texture data")); + } + glGenTextures(1, &texture); + glBindTexture(GL_TEXTURE_2D, texture); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + if(byte_per_pixel == 4) { + gluBuild2DMipmaps(GL_TEXTURE_2D, 4, width, height, GL_RGBA, GL_UNSIGNED_BYTE, data); + } else if(byte_per_pixel == 3) { + gluBuild2DMipmaps(GL_TEXTURE_2D, 3, width, height, GL_RGB, GL_UNSIGNED_BYTE, data); + } +} diff --git a/texture.h b/texture.h new file mode 100644 index 0000000..14e500f --- /dev/null +++ b/texture.h @@ -0,0 +1,14 @@ +#ifndef _TEXTURE_H_ +#define _TEXTURE_H_ +class Texture { + public: + unsigned int tex(); + protected: + void build(); + unsigned char* data; + unsigned int width; + unsigned int height; + unsigned int byte_per_pixel; + unsigned int texture; +}; +#endif // _TEXTURE_H_ diff --git a/texturesdl.cpp b/texturesdl.cpp new file mode 100644 index 0000000..8e112ef --- /dev/null +++ b/texturesdl.cpp @@ -0,0 +1,17 @@ +#include <iostream> +#include <stdexcept> +#include <SDL/SDL_image.h> +#include "texturesdl.h" + +TextureSDL::TextureSDL(const char* filename) { + SDL_Surface* image = IMG_Load(filename); + + width = image->w; + height = image->h; + byte_per_pixel = image->format->BytesPerPixel; + data = (unsigned char*)image->pixels; + + build(); + + SDL_FreeSurface(image); +} diff --git a/texturesdl.h b/texturesdl.h new file mode 100644 index 0000000..6b2eff2 --- /dev/null +++ b/texturesdl.h @@ -0,0 +1,8 @@ +#ifndef _TEXTURESDL_H_ +#define _TEXTURESDL_H_ +#include "texture.h" +class TextureSDL : public Texture { + public: + TextureSDL(const char* filename); +}; +#endif // _TEXTURESDL_H_ diff --git a/vector.cpp b/vector.cpp new file mode 100644 index 0000000..f2ce8d7 --- /dev/null +++ b/vector.cpp @@ -0,0 +1,47 @@ +#include "vector.h" + +Vector3::Vector3() { + x = y = z = 0; +} + +Vector3::Vector3(float p1, float p2, float p3) { + x = p1; + y = p2; + z = p3; +} + +Vector3::Vector3(const Vector3& v) { + x = v.r; + y = v.y; + z = v.z; +} + +Vector3& Vector3::operator=(const Vector3& v) { + x = v.r; + y = v.y; + z = v.z; + return *this; +} + +Vector4::Vector4() : Vector3() { + w = 0; +} + +Vector4::Vector4(float p1, float p2, float p3, float p4) : Vector3(p1, p2, p3) { + w = p4; +} + +Vector4::Vector4(const Vector4& v) { + x = v.r; + y = v.y; + z = v.z; + w = v.w; +} + +Vector4& Vector4::operator=(const Vector4& v) { + x = v.r; + y = v.y; + z = v.z; + w = v.w; + return *this; +} diff --git a/vector.h b/vector.h new file mode 100644 index 0000000..3c590c3 --- /dev/null +++ b/vector.h @@ -0,0 +1,36 @@ +#ifndef _VECTOR_H_ +#define _VECTOR_H_ + +class Vector3 { + public: + union { + float x, r; + }; + union { + float y, g; + }; + union { + float z, b; + }; + + Vector3(); + Vector3(float p1, float p2, float p3); + Vector3(const Vector3& v); + + Vector3& operator=(const Vector3& v); +}; + +class Vector4 : public Vector3 { + public: + union { + float w, a; + }; + + Vector4(); + Vector4(float p1, float p2, float p3, float p4); + Vector4(const Vector4& v); + + Vector4& operator=(const Vector4& v); +}; + +#endif |