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1 /** |
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2 * ShaderShark |
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3 * Copyright © 2023 František Kučera (Frantovo.cz, GlobalCode.info) |
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4 * |
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5 * This program is free software: you can redistribute it and/or modify |
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6 * it under the terms of the GNU General Public License as published by |
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7 * the Free Software Foundation, version 3 of the License. |
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8 * |
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9 * This program is distributed in the hope that it will be useful, |
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10 * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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12 * GNU General Public License for more details. |
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13 * |
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14 * You should have received a copy of the GNU General Public License |
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15 * along with this program. If not, see <http://www.gnu.org/licenses/>. |
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16 */ |
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17 |
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18 #include "Shark.h" |
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19 |
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20 Shark::Shark(const Configuration& configuration) : |
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21 cfg(configuration) { |
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22 } |
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23 |
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24 Shark::~Shark() { |
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25 } |
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26 |
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27 void Shark::run() { |
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28 Display* dpy = XOpenDisplay(NULL); |
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29 |
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30 if (dpy == NULL) throw std::logic_error("Unable to connect to X server"); |
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31 |
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32 GLint att[] = {GLX_RGBA, GLX_DEPTH_SIZE, 24, GLX_DOUBLEBUFFER, None}; |
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33 XVisualInfo* vi = glXChooseVisual(dpy, 0, att); |
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34 Window root = DefaultRootWindow(dpy); |
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35 Window parent = cfg.rootWindow ? cfg.rootWindow : root; |
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36 |
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37 XSetWindowAttributes swa; |
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38 swa.colormap = XCreateColormap(dpy, parent, vi->visual, AllocNone); |
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39 swa.event_mask = ExposureMask | KeyPressMask | PointerMotionMask |
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40 | ButtonPressMask |
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41 | StructureNotifyMask; |
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42 |
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43 bool full = false; |
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44 unsigned int width = 1600; |
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45 unsigned int height = 1200; |
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46 if (parent != root) { |
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47 XWindowAttributes parentAttr; |
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48 XGetWindowAttributes(dpy, parent, &parentAttr); |
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49 width = parentAttr.width; |
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50 height = parentAttr.height; |
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51 } |
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52 |
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53 Window win = XCreateWindow( |
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54 dpy, parent, 0, 0, width, height, 0, |
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55 vi->depth, InputOutput, vi->visual, |
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56 CWColormap | CWEventMask, &swa); |
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57 |
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58 XMapWindow(dpy, win); |
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59 XStoreName(dpy, win, "ShaderShark"); |
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60 setX11PID(dpy, win); |
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61 // XSetWindowBackground(dpy, win, 0) vs. glClearColor() |
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62 |
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63 GLXContext glc = glXCreateContext(dpy, vi, NULL, GL_TRUE); |
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64 glXMakeCurrent(dpy, win, glc); |
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65 |
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66 // Load GLSL shaders: |
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67 GLuint shaderProgram = loadShaders(); |
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68 loadVertices(); |
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69 loadTextures(shaderProgram); |
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70 |
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71 auto toggleFullscreen = [&]() { |
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72 full = setFullscreen(dpy, win, !full); |
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73 }; |
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74 |
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75 auto resetView = [&]() { |
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76 ctx = initialCtx; |
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77 ctx.updateCameraFrontAndUp(); |
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78 }; |
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79 |
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80 // root can reize our window |
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81 // or we can listen to root resize and then resize our window ourselves |
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82 bool listenToRootResizes = true; |
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83 if (listenToRootResizes) XSelectInput(dpy, parent, StructureNotifyMask); |
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84 |
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85 bool keepRunningX11 = true; |
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86 int x11fd = XConnectionNumber(dpy); |
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87 EPoll epoll; |
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88 epoll.add(x11fd); |
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89 try { |
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90 epoll.add(setNonBlocking(STDIN_FILENO)); |
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91 } catch (const EPoll::Exception& e) { |
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92 logOutput << "Will not monitor events on STDIN: " << e.what() << "\n"; |
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93 } |
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94 |
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95 // rended the 3D scene even before the first event: |
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96 runShaders(shaderProgram); |
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97 glXSwapBuffers(dpy, win); |
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98 |
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99 for (XEvent xev; keepRunningX11;) { |
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100 int epollEventCount = epoll.wait(); |
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101 //std::cout << "trace: epoll.wait() = " << epollEventCount << std::endl; |
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102 for (int epollEvent = 0; epollEvent < epollEventCount; epollEvent++) { |
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103 if (epoll[epollEvent].data.fd == x11fd) { |
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104 if (!XPending(dpy)) { |
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105 // otherwise STDIN events are held until the first X11 event |
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106 logOutput << "trace: no pending X11 event" << std::endl; |
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107 break; |
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108 } |
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109 XWindowAttributes gwa; |
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110 XNextEvent(dpy, &xev); |
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111 bool redraw = false; |
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112 |
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113 if (xev.type == Expose) { |
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114 std::cout << "XEvent: Expose" << std::endl; |
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115 XGetWindowAttributes(dpy, win, &gwa); |
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116 glViewport(0, 0, gwa.width, gwa.height); |
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117 redraw = true; |
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118 } else if (xev.type == KeyPress) { |
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119 DecodedKey key = decodeKeycode(dpy, xev.xkey.keycode); |
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120 std::cout << "XEvent: KeyPress:" |
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121 << " keycode=" << key.code |
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122 << " key=" << key.name |
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123 << std::endl; |
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124 |
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125 const float cSp = 0.05f; // camera speed |
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126 const float aSp = 5.f; // angle speed |
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127 |
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128 if (key.matches(XK_q, XK_Escape)) keepRunningX11 = false; |
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129 else if (key.matches(XK_Left, XK_s)) ctx.turnLeft(aSp); |
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130 else if (key.matches(XK_Right, XK_f)) ctx.turnRight(aSp); |
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131 else if (key.matches(XK_Up, XK_e)) ctx.moveForward(cSp); |
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132 else if (key.matches(XK_Down, XK_d)) ctx.moveBackward(cSp); |
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133 else if (key.matches(XK_w)) ctx.rollLeft(aSp); |
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134 else if (key.matches(XK_r)) ctx.rollRight(aSp); |
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135 else if (key.matches(XK_t)) ctx.turnUp(aSp); |
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136 else if (key.matches(XK_g)) ctx.turnDown(aSp); |
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137 else if (key.matches(XK_m)) ctx.moveLeft(cSp); |
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138 else if (key.matches(XK_comma)) ctx.moveRight(cSp); |
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139 else if (key.matches(XK_l)) ctx.moveUp(cSp); |
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140 else if (key.matches(XK_period)) ctx.moveDown(cSp); |
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141 else if (key.matches(XK_j)) ctx.moveLeft(cSp * 5); |
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142 else if (key.matches(XK_k)) ctx.moveRight(cSp * 5); |
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143 else if (key.matches(XK_u)) ctx.moveLeft(cSp * 10); |
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144 else if (key.matches(XK_i)) ctx.moveRight(cSp * 10); |
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145 else if (key.matches(XK_x)) resetView(); |
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146 else if (key.matches(XK_F11, XK_y)) toggleFullscreen(); |
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147 redraw = true; |
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148 } else if (xev.type == ButtonPress) { |
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149 std::cout << "XEvent: ButtonPress:" |
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150 << " button=" << xev.xbutton.button |
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151 << std::endl; |
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152 if (xev.xbutton.button == 1); |
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153 else if (xev.xbutton.button == 4) ctx.adjustFov(+1.0); |
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154 else if (xev.xbutton.button == 5) ctx.adjustFov(-1.0); |
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155 else if (xev.xbutton.button == 8) resetView(); |
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156 else if (xev.xbutton.button == 9) keepRunningX11 = false; |
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157 redraw = true; |
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158 } else if (xev.type == MotionNotify) { |
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159 // printCursorInfo(xev.xmotion); |
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160 } else if (xev.type == ConfigureNotify) { |
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161 std::cout << "XEvent: ConfigureNotify:" |
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162 << " window=" << xev.xconfigure.window |
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163 << " height=" << xev.xconfigure.height |
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164 << " width=" << xev.xconfigure.width |
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165 << std::endl; |
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166 if (listenToRootResizes |
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167 && xev.xconfigure.window == parent) { |
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168 XResizeWindow(dpy, win, |
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169 xev.xconfigure.width, xev.xconfigure.height); |
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170 } |
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171 } else if (xev.type == UnmapNotify) { |
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172 std::cout << "XEvent: UnmapNotify" << std::endl; |
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173 } else if (xev.type == DestroyNotify) { |
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174 std::cout << "XEvent: DestroyNotify → finish" << std::endl; |
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175 break; |
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176 } else { |
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177 std::cout << "XEvent: type=" << xev.type << std::endl; |
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178 } |
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179 |
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180 if (redraw) { |
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181 runShaders(shaderProgram); |
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182 glXSwapBuffers(dpy, win); |
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183 } |
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184 } else if (epoll[epollEvent].data.fd == STDIN_FILENO) { |
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185 int epollFD = epoll[epollEvent].data.fd; |
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186 logOutput << "other event: fd=" << epollFD << " data="; |
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187 for (char ch; read(epollFD, &ch, 1) > 0;) { |
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188 std::stringstream msg; |
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189 msg |
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190 << std::hex |
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191 << std::setfill('0') |
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192 << std::setw(2) |
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193 << (int) ch; |
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194 logOutput << msg.str(); |
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195 } |
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196 logOutput << std::endl; |
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197 |
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198 } else { |
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199 logOutput |
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200 << "error: event on an unexpected FD: " |
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201 << epoll[epollEvent].data.fd |
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202 << std::endl; |
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203 } |
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204 } |
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205 } |
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206 |
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207 XFree(vi); |
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208 // for (auto page : pdfTextures) glDeleteTextures(1, &page.texture); |
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209 |
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210 glXMakeCurrent(dpy, None, NULL); |
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211 glXDestroyContext(dpy, glc); |
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212 XDestroyWindow(dpy, win); |
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213 XCloseDisplay(dpy); |
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214 } |
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215 |
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216 void Shark::runShaders(GLuint program) { |
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217 std::cerr << "GLSL: runShaders(" << program << ")" << std::endl; |
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218 std::cerr << "background color: " << cfg.backgroundColor << std::endl; |
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219 glUseProgram(program); |
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220 checkError(&std::cerr); |
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221 |
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222 glClearColor( |
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223 (cfg.backgroundColor >> 16 & 0xFF) / 256., |
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224 (cfg.backgroundColor >> 8 & 0xFF) / 256., |
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225 (cfg.backgroundColor & 0xFF) / 256., |
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226 1.0); |
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227 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
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228 |
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229 GLint viewport[4]; |
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230 glGetIntegerv(GL_VIEWPORT, viewport); |
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231 GLfloat width = viewport[2]; |
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232 GLfloat height = viewport[3]; |
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233 |
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234 glm::mat4 projection = glm::perspective( |
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235 glm::radians(ctx.fov), |
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236 width / height, |
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237 0.1f, 100.0f); |
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238 glUniformMatrix4fv(ProgAttr.projection, 1, GL_FALSE, &projection[0][0]); |
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239 |
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240 glm::mat4 view = glm::lookAt( |
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241 ctx.cameraPos, |
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242 ctx.cameraPos + ctx.cameraFront, |
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243 ctx.cameraUp); |
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244 glUniformMatrix4fv(ProgAttr.view, 1, GL_FALSE, &view[0][0]); |
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245 |
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246 // glBindVertexArray(vao); |
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247 |
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248 glm::mat4 model = glm::mat4(1.0f); // identity matrix |
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249 // model = glm::translate(model, glm::vec3(0., 0., 0.)); |
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250 // float angle = 20.0f; |
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251 // glm::vec3 xxx = glm::vec3(1.0f, 0.3f, 0.5f); |
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252 // model = glm::rotate(model, glm::radians(angle), xxx); |
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253 glUniformMatrix4fv(ProgAttr.model, 1, GL_FALSE, &model[0][0]); |
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254 |
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255 glDrawArrays(GL_TRIANGLES, 0, 2 * 3); // viz loadVertices() kde plníme data |
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256 std::cerr << "GLSL: glDrawArrays()" << std::endl; |
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257 } |
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258 |
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259 void Shark::log(LogLevel level, std::string message) { |
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260 ::log(logOutput, level, message); |
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261 } |
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262 |
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263 int Shark::setNonBlocking(int fd) { |
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264 int flags = fcntl(fd, F_GETFL, 0); |
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265 fcntl(fd, F_SETFL, flags | O_NONBLOCK); |
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266 return fd; |
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267 } |
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268 |
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269 void Shark::loadVertices() { |
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270 const std::vector<GLfloat> vertices = { |
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271 // Vertex XYZ Texture XY |
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272 -0.80f * TEX.ratio, +0.80f, +0.0, /**/ 0.0, 0.0, |
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273 +0.80f * TEX.ratio, +0.80f, +0.0, /**/ 1.0, 0.0, |
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274 -0.80f * TEX.ratio, -0.80f, +0.0, /**/ 0.0, 1.0, |
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275 |
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276 -0.80f * TEX.ratio, -0.80f, +0.0, /**/ 0.0, 1.0, |
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277 +0.80f * TEX.ratio, -0.80f, +0.0, /**/ 1.0, 1.0, |
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278 +0.80f * TEX.ratio, +0.80f, +0.0, /**/ 1.0, 0.0, |
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279 |
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280 // viz glDrawArrays(), kde vybereme počátek a počet hodnot |
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281 }; |
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282 |
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283 // Vertex data: |
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284 glVertexAttribPointer(ProgAttr.vertexXYZ, 3, // vertex items |
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285 GL_FLOAT, GL_FALSE, 5 * sizeof (float), |
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286 (void*) 0); |
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287 glEnableVertexAttribArray(ProgAttr.vertexXYZ); |
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288 |
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289 // Texture positions: |
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290 glVertexAttribPointer(ProgAttr.textureXY, 2, // texture items |
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291 GL_FLOAT, GL_FALSE, 5 * sizeof (float), |
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292 (void*) (3 * sizeof (float))); |
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293 glEnableVertexAttribArray(ProgAttr.textureXY); |
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294 |
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295 glBufferData(GL_ARRAY_BUFFER, |
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296 vertices.size() * sizeof (vertices[0]), |
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297 vertices.data(), |
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298 GL_STATIC_DRAW); |
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299 // GL_STATIC_DRAW: |
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300 // The vertex data will be uploaded once |
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301 // and drawn many times(e.g. the world). |
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302 // GL_DYNAMIC_DRAW: |
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303 // The vertex data will be created once, changed from |
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304 // time to time, but drawn many times more than that. |
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305 // GL_STREAM_DRAW: |
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306 // The vertex data will be uploaded once and drawn once. |
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307 |
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308 // see also glBindBuffer(GL_ARRAY_BUFFER, vbo); where we set current VBO |
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309 } |
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310 |
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311 GLuint Shark::loadTexture(const std::string& fileName, int width, int height) { |
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312 MappedFile file(fileName); |
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313 if (file.getSize() == width * height * 4) { |
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314 GLuint textureID; |
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315 glGenTextures(1, &textureID); |
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316 glBindTexture(GL_TEXTURE_2D, textureID); |
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317 auto GLT2D = GL_TEXTURE_2D; |
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318 glTexImage2D(GLT2D, 0, GL_RGBA, |
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319 width, height, |
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320 0, GL_RGBA, GL_UNSIGNED_BYTE, |
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321 file.getData()); |
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322 glTexParameteri(GLT2D, GL_TEXTURE_WRAP_S, GL_REPEAT); |
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323 glTexParameteri(GLT2D, GL_TEXTURE_WRAP_T, GL_REPEAT); |
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324 glTexParameteri(GLT2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
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325 glTexParameteri(GLT2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); |
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326 glGenerateMipmap(GLT2D); |
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327 std::cerr << "loadTexture(\"" << fileName.c_str() << "\", " |
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328 << width << ", " << height << ") = " << textureID << std::endl; |
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329 checkError(&std::cerr); |
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330 return textureID; |
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331 } else { |
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332 throw std::invalid_argument("wrong texture file size"); |
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333 } |
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334 } |
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335 |
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336 void Shark::loadTextures(GLuint shaderProgram) { |
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337 for (const Configuration::Texture& tex : cfg.textures) { |
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338 GLuint jazz = loadTexture(tex.fileName, TEX.width, TEX.height); |
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339 // FIXME: decode PNG, JPEG etc. formats |
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340 // FIXME: read width and height from the file |
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341 // TODO: review texture loading and binding |
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342 // works even without this - default texture |
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343 // glUniform1i(ProgAttr.jazz, jazz); |
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344 // checkError(&std::cerr); |
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345 } |
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346 } |
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347 |
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348 GLuint Shark::loadShaders() { |
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349 try { |
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350 // Vertex Array Object (VAO) |
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351 GLuint vao; |
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352 glGenVertexArrays(1, &vao); |
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353 glBindVertexArray(vao); |
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354 // VAO - something like context for bound data/variables |
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355 // We can switch multiple VAOs. VAO can contain multiple VBOs. |
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356 // See also https://stackoverflow.com/questions/11821336/ |
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357 // what-are-vertex-array-objects |
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358 |
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359 // Vertex Buffer Object (VBO): |
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360 GLuint vbo; |
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361 glGenBuffers(1, &vbo); |
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362 glBindBuffer(GL_ARRAY_BUFFER, vbo); |
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363 |
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364 std::vector<std::string> fileNames = { |
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365 "shaders/first.vert", |
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366 "shaders/first.frag", |
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367 }; |
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368 |
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369 std::vector<GLuint> shaders; |
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370 |
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371 GLuint program = glCreateProgram(); |
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372 |
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373 // glBindFragDataLocation(program, 0, "outColor"); |
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374 // glBindAttribLocation(program, LOC.input, "vertices"); |
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375 |
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376 for (const std::string& fileName : fileNames) { |
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377 MappedFile file(fileName); |
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378 GLuint shader = glCreateShader(toShaderType(fileName)); |
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379 auto fileData = file.getData(); |
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380 GLint fileSize = file.getSize(); |
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381 glShaderSource(shader, 1, &fileData, &fileSize); |
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382 glCompileShader(shader); |
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383 |
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384 GLint compileStatus; |
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385 glGetShaderiv(shader, GL_COMPILE_STATUS, &compileStatus); |
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386 std::cerr << "GLSL shader compile status: " |
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387 << compileStatus |
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388 << (compileStatus == GL_TRUE ? " = OK" : " = ERROR") |
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389 << std::endl; |
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390 |
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391 if (compileStatus != GL_TRUE) { |
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392 char error[512]; |
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393 glGetShaderInfoLog(shader, sizeof (error), NULL, error); |
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394 std::cerr << "GLSL shader error: " << error; |
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395 throw std::logic_error("GLSL: shader failed to compile"); |
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396 } |
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397 |
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398 glAttachShader(program, shader); |
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399 shaders.push_back(shader); |
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400 std::cerr << "GLSL loaded: " << fileName.c_str() << std::endl; |
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401 } |
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402 |
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403 // GLSL compiler does very efficient / aggressive optimization. |
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404 // Attributes and uniforms that are not used in the shader are deleted. |
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405 // And even if we e.g. read color from a texture and overwrite it, |
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406 // the variable is still deleted and considered „inactive“. |
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407 // Functions glGetAttribLocation() and glGetUniformLocation() return -1. |
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408 |
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409 glLinkProgram(program); |
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410 |
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411 ProgAttr.vertexXYZ = glGetAttribLocation(program, "vertices"); |
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412 ProgAttr.textureXY = glGetAttribLocation(program, "textureCoordinates"); |
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413 ProgAttr.model = glGetUniformLocation(program, "model"); |
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414 ProgAttr.view = glGetUniformLocation(program, "view"); |
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415 ProgAttr.projection = glGetUniformLocation(program, "projection"); |
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416 ProgAttr.jazz = glGetUniformLocation(program, "jazz"); |
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417 ProgAttr.color = glGetFragDataLocation(program, "outColor"); |
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418 glBindFragDataLocation(program, ProgAttr.color, "outColor"); |
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419 // listVariables(program); |
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420 GLint linkStatus; |
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421 glGetProgramiv(program, GL_LINK_STATUS, &linkStatus); |
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422 if (linkStatus != GL_TRUE) { |
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423 char error[512]; |
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424 glGetProgramInfoLog(program, sizeof (error), NULL, error); |
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425 std::cerr << "GLSL program error: " << error; |
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426 throw std::logic_error("GLSL: program failed to link"); |
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427 } |
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428 std::cerr << "GLSL shader count: " << shaders.size() << std::endl; |
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429 |
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430 return program; |
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431 } catch (const std::exception& e) { |
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432 std::cerr << "Error while loading shaders: " << e.what() << std::endl; |
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433 } catch (...) { |
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434 std::cerr << "Error while loading shaders: unknown" << std::endl; |
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435 } |
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436 throw std::logic_error("GLSL: loadShaders() failed"); |
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437 } |
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438 |