Shark.cpp
branchv_0
changeset 0 bb715a82a8f1
child 1 fb65455622b9
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/Shark.cpp	Sun Nov 26 16:27:50 2023 +0100
@@ -0,0 +1,438 @@
+/**
+ * ShaderShark
+ * Copyright © 2023 František Kučera (Frantovo.cz, GlobalCode.info)
+ *
+ * This program is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, version 3 of the License.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program. If not, see <http://www.gnu.org/licenses/>.
+ */
+
+#include "Shark.h"
+
+Shark::Shark(const Configuration& configuration) :
+cfg(configuration) {
+}
+
+Shark::~Shark() {
+}
+
+void Shark::run() {
+	Display* dpy = XOpenDisplay(NULL);
+
+	if (dpy == NULL) throw std::logic_error("Unable to connect to X server");
+
+	GLint att[] = {GLX_RGBA, GLX_DEPTH_SIZE, 24, GLX_DOUBLEBUFFER, None};
+	XVisualInfo* vi = glXChooseVisual(dpy, 0, att);
+	Window root = DefaultRootWindow(dpy);
+	Window parent = cfg.rootWindow ? cfg.rootWindow : root;
+
+	XSetWindowAttributes swa;
+	swa.colormap = XCreateColormap(dpy, parent, vi->visual, AllocNone);
+	swa.event_mask = ExposureMask | KeyPressMask | PointerMotionMask
+			| ButtonPressMask
+			| StructureNotifyMask;
+
+	bool full = false;
+	unsigned int width = 1600;
+	unsigned int height = 1200;
+	if (parent != root) {
+		XWindowAttributes parentAttr;
+		XGetWindowAttributes(dpy, parent, &parentAttr);
+		width = parentAttr.width;
+		height = parentAttr.height;
+	}
+
+	Window win = XCreateWindow(
+			dpy, parent, 0, 0, width, height, 0,
+			vi->depth, InputOutput, vi->visual,
+			CWColormap | CWEventMask, &swa);
+
+	XMapWindow(dpy, win);
+	XStoreName(dpy, win, "ShaderShark");
+	setX11PID(dpy, win);
+	// XSetWindowBackground(dpy, win, 0) vs. glClearColor()
+
+	GLXContext glc = glXCreateContext(dpy, vi, NULL, GL_TRUE);
+	glXMakeCurrent(dpy, win, glc);
+
+	// Load GLSL shaders:
+	GLuint shaderProgram = loadShaders();
+	loadVertices();
+	loadTextures(shaderProgram);
+
+	auto toggleFullscreen = [&]() {
+		full = setFullscreen(dpy, win, !full);
+	};
+
+	auto resetView = [&]() {
+		ctx = initialCtx;
+		ctx.updateCameraFrontAndUp();
+	};
+
+	// root can reize our window
+	// or we can listen to root resize and then resize our window ourselves
+	bool listenToRootResizes = true;
+	if (listenToRootResizes) XSelectInput(dpy, parent, StructureNotifyMask);
+
+	bool keepRunningX11 = true;
+	int x11fd = XConnectionNumber(dpy);
+	EPoll epoll;
+	epoll.add(x11fd);
+	try {
+		epoll.add(setNonBlocking(STDIN_FILENO));
+	} catch (const EPoll::Exception& e) {
+		logOutput << "Will not monitor events on STDIN: " << e.what() << "\n";
+	}
+
+	// rended the 3D scene even before the first event:
+	runShaders(shaderProgram);
+	glXSwapBuffers(dpy, win);
+
+	for (XEvent xev; keepRunningX11;) {
+		int epollEventCount = epoll.wait();
+		//std::cout << "trace: epoll.wait() = " << epollEventCount << std::endl;
+		for (int epollEvent = 0; epollEvent < epollEventCount; epollEvent++) {
+			if (epoll[epollEvent].data.fd == x11fd) {
+				if (!XPending(dpy)) {
+					// otherwise STDIN events are held until the first X11 event
+					logOutput << "trace: no pending X11 event" << std::endl;
+					break;
+				}
+				XWindowAttributes gwa;
+				XNextEvent(dpy, &xev);
+				bool redraw = false;
+
+				if (xev.type == Expose) {
+					std::cout << "XEvent: Expose" << std::endl;
+					XGetWindowAttributes(dpy, win, &gwa);
+					glViewport(0, 0, gwa.width, gwa.height);
+					redraw = true;
+				} else if (xev.type == KeyPress) {
+					DecodedKey key = decodeKeycode(dpy, xev.xkey.keycode);
+					std::cout << "XEvent: KeyPress:"
+							<< " keycode=" << key.code
+							<< " key=" << key.name
+							<< std::endl;
+
+					const float cSp = 0.05f; // camera speed
+					const float aSp = 5.f; // angle speed
+
+					if (key.matches(XK_q, XK_Escape)) keepRunningX11 = false;
+					else if (key.matches(XK_Left, XK_s)) ctx.turnLeft(aSp);
+					else if (key.matches(XK_Right, XK_f)) ctx.turnRight(aSp);
+					else if (key.matches(XK_Up, XK_e)) ctx.moveForward(cSp);
+					else if (key.matches(XK_Down, XK_d)) ctx.moveBackward(cSp);
+					else if (key.matches(XK_w)) ctx.rollLeft(aSp);
+					else if (key.matches(XK_r)) ctx.rollRight(aSp);
+					else if (key.matches(XK_t)) ctx.turnUp(aSp);
+					else if (key.matches(XK_g)) ctx.turnDown(aSp);
+					else if (key.matches(XK_m)) ctx.moveLeft(cSp);
+					else if (key.matches(XK_comma)) ctx.moveRight(cSp);
+					else if (key.matches(XK_l)) ctx.moveUp(cSp);
+					else if (key.matches(XK_period)) ctx.moveDown(cSp);
+					else if (key.matches(XK_j)) ctx.moveLeft(cSp * 5);
+					else if (key.matches(XK_k)) ctx.moveRight(cSp * 5);
+					else if (key.matches(XK_u)) ctx.moveLeft(cSp * 10);
+					else if (key.matches(XK_i)) ctx.moveRight(cSp * 10);
+					else if (key.matches(XK_x)) resetView();
+					else if (key.matches(XK_F11, XK_y)) toggleFullscreen();
+					redraw = true;
+				} else if (xev.type == ButtonPress) {
+					std::cout << "XEvent: ButtonPress:"
+							<< " button=" << xev.xbutton.button
+							<< std::endl;
+					if (xev.xbutton.button == 1);
+					else if (xev.xbutton.button == 4) ctx.adjustFov(+1.0);
+					else if (xev.xbutton.button == 5) ctx.adjustFov(-1.0);
+					else if (xev.xbutton.button == 8) resetView();
+					else if (xev.xbutton.button == 9) keepRunningX11 = false;
+					redraw = true;
+				} else if (xev.type == MotionNotify) {
+					// printCursorInfo(xev.xmotion);
+				} else if (xev.type == ConfigureNotify) {
+					std::cout << "XEvent: ConfigureNotify:"
+							<< " window=" << xev.xconfigure.window
+							<< " height=" << xev.xconfigure.height
+							<< " width=" << xev.xconfigure.width
+							<< std::endl;
+					if (listenToRootResizes
+							&& xev.xconfigure.window == parent) {
+						XResizeWindow(dpy, win,
+								xev.xconfigure.width, xev.xconfigure.height);
+					}
+				} else if (xev.type == UnmapNotify) {
+					std::cout << "XEvent: UnmapNotify" << std::endl;
+				} else if (xev.type == DestroyNotify) {
+					std::cout << "XEvent: DestroyNotify → finish" << std::endl;
+					break;
+				} else {
+					std::cout << "XEvent: type=" << xev.type << std::endl;
+				}
+
+				if (redraw) {
+					runShaders(shaderProgram);
+					glXSwapBuffers(dpy, win);
+				}
+			} else if (epoll[epollEvent].data.fd == STDIN_FILENO) {
+				int epollFD = epoll[epollEvent].data.fd;
+				logOutput << "other event: fd=" << epollFD << " data=";
+				for (char ch; read(epollFD, &ch, 1) > 0;) {
+					std::stringstream msg;
+					msg
+							<< std::hex
+							<< std::setfill('0')
+							<< std::setw(2)
+							<< (int) ch;
+					logOutput << msg.str();
+				}
+				logOutput << std::endl;
+
+			} else {
+				logOutput
+						<< "error: event on an unexpected FD: "
+						<< epoll[epollEvent].data.fd
+						<< std::endl;
+			}
+		}
+	}
+
+	XFree(vi);
+	// for (auto page : pdfTextures) glDeleteTextures(1, &page.texture);
+
+	glXMakeCurrent(dpy, None, NULL);
+	glXDestroyContext(dpy, glc);
+	XDestroyWindow(dpy, win);
+	XCloseDisplay(dpy);
+}
+
+void Shark::runShaders(GLuint program) {
+	std::cerr << "GLSL: runShaders(" << program << ")" << std::endl;
+	std::cerr << "background color: " << cfg.backgroundColor << std::endl;
+	glUseProgram(program);
+	checkError(&std::cerr);
+
+	glClearColor(
+			(cfg.backgroundColor >> 16 & 0xFF) / 256.,
+			(cfg.backgroundColor >> 8 & 0xFF) / 256.,
+			(cfg.backgroundColor & 0xFF) / 256.,
+			1.0);
+	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+	GLint viewport[4];
+	glGetIntegerv(GL_VIEWPORT, viewport);
+	GLfloat width = viewport[2];
+	GLfloat height = viewport[3];
+
+	glm::mat4 projection = glm::perspective(
+			glm::radians(ctx.fov),
+			width / height,
+			0.1f, 100.0f);
+	glUniformMatrix4fv(ProgAttr.projection, 1, GL_FALSE, &projection[0][0]);
+
+	glm::mat4 view = glm::lookAt(
+			ctx.cameraPos,
+			ctx.cameraPos + ctx.cameraFront,
+			ctx.cameraUp);
+	glUniformMatrix4fv(ProgAttr.view, 1, GL_FALSE, &view[0][0]);
+
+	// glBindVertexArray(vao);
+
+	glm::mat4 model = glm::mat4(1.0f); // identity matrix
+	// model = glm::translate(model, glm::vec3(0., 0., 0.));
+	// float angle = 20.0f;
+	// glm::vec3 xxx = glm::vec3(1.0f, 0.3f, 0.5f);
+	// model = glm::rotate(model, glm::radians(angle), xxx);
+	glUniformMatrix4fv(ProgAttr.model, 1, GL_FALSE, &model[0][0]);
+
+	glDrawArrays(GL_TRIANGLES, 0, 2 * 3); // viz loadVertices() kde plníme data
+	std::cerr << "GLSL: glDrawArrays()" << std::endl;
+}
+
+void Shark::log(LogLevel level, std::string message) {
+	::log(logOutput, level, message);
+}
+
+int Shark::setNonBlocking(int fd) {
+	int flags = fcntl(fd, F_GETFL, 0);
+	fcntl(fd, F_SETFL, flags | O_NONBLOCK);
+	return fd;
+}
+
+void Shark::loadVertices() {
+	const std::vector<GLfloat> vertices = {
+		// Vertex XYZ                          Texture XY
+		-0.80f * TEX.ratio, +0.80f, +0.0, /**/ 0.0, 0.0,
+		+0.80f * TEX.ratio, +0.80f, +0.0, /**/ 1.0, 0.0,
+		-0.80f * TEX.ratio, -0.80f, +0.0, /**/ 0.0, 1.0,
+
+		-0.80f * TEX.ratio, -0.80f, +0.0, /**/ 0.0, 1.0,
+		+0.80f * TEX.ratio, -0.80f, +0.0, /**/ 1.0, 1.0,
+		+0.80f * TEX.ratio, +0.80f, +0.0, /**/ 1.0, 0.0,
+
+		// viz glDrawArrays(), kde vybereme počátek a počet hodnot
+	};
+
+	// Vertex data:
+	glVertexAttribPointer(ProgAttr.vertexXYZ, 3, // vertex items
+			GL_FLOAT, GL_FALSE, 5 * sizeof (float),
+			(void*) 0);
+	glEnableVertexAttribArray(ProgAttr.vertexXYZ);
+
+	// Texture positions:
+	glVertexAttribPointer(ProgAttr.textureXY, 2, // texture items
+			GL_FLOAT, GL_FALSE, 5 * sizeof (float),
+			(void*) (3 * sizeof (float)));
+	glEnableVertexAttribArray(ProgAttr.textureXY);
+
+	glBufferData(GL_ARRAY_BUFFER,
+			vertices.size() * sizeof (vertices[0]),
+			vertices.data(),
+			GL_STATIC_DRAW);
+	// GL_STATIC_DRAW:
+	//   The vertex data will be uploaded once
+	//   and drawn many times(e.g. the world).
+	// GL_DYNAMIC_DRAW:
+	//   The vertex data will be created once, changed from
+	// 	 time to time, but drawn many times more than that.
+	// GL_STREAM_DRAW:
+	//   The vertex data will be uploaded once and drawn once.
+
+	// see also glBindBuffer(GL_ARRAY_BUFFER, vbo); where we set current VBO
+}
+
+GLuint Shark::loadTexture(const std::string& fileName, int width, int height) {
+	MappedFile file(fileName);
+	if (file.getSize() == width * height * 4) {
+		GLuint textureID;
+		glGenTextures(1, &textureID);
+		glBindTexture(GL_TEXTURE_2D, textureID);
+		auto GLT2D = GL_TEXTURE_2D;
+		glTexImage2D(GLT2D, 0, GL_RGBA,
+				width, height,
+				0, GL_RGBA, GL_UNSIGNED_BYTE,
+				file.getData());
+		glTexParameteri(GLT2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+		glTexParameteri(GLT2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+		glTexParameteri(GLT2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+		glTexParameteri(GLT2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
+		glGenerateMipmap(GLT2D);
+		std::cerr << "loadTexture(\"" << fileName.c_str() << "\", "
+				<< width << ", " << height << ") = " << textureID << std::endl;
+		checkError(&std::cerr);
+		return textureID;
+	} else {
+		throw std::invalid_argument("wrong texture file size");
+	}
+}
+
+void Shark::loadTextures(GLuint shaderProgram) {
+	for (const Configuration::Texture& tex : cfg.textures) {
+		GLuint jazz = loadTexture(tex.fileName, TEX.width, TEX.height);
+		// FIXME: decode PNG, JPEG etc. formats
+		// FIXME: read width and height from the file
+		// TODO: review texture loading and binding
+		// works even without this - default texture
+		// glUniform1i(ProgAttr.jazz, jazz);
+		// checkError(&std::cerr);
+	}
+}
+
+GLuint Shark::loadShaders() {
+	try {
+		// Vertex Array Object (VAO)
+		GLuint vao;
+		glGenVertexArrays(1, &vao);
+		glBindVertexArray(vao);
+		// VAO - something like context for bound data/variables
+		// We can switch multiple VAOs. VAO can contain multiple VBOs.
+		// See also https://stackoverflow.com/questions/11821336/
+		// what-are-vertex-array-objects
+
+		// Vertex Buffer Object (VBO):
+		GLuint vbo;
+		glGenBuffers(1, &vbo);
+		glBindBuffer(GL_ARRAY_BUFFER, vbo);
+
+		std::vector<std::string> fileNames = {
+			"shaders/first.vert",
+			"shaders/first.frag",
+		};
+
+		std::vector<GLuint> shaders;
+
+		GLuint program = glCreateProgram();
+
+		// glBindFragDataLocation(program, 0, "outColor");
+		// glBindAttribLocation(program, LOC.input, "vertices");
+
+		for (const std::string& fileName : fileNames) {
+			MappedFile file(fileName);
+			GLuint shader = glCreateShader(toShaderType(fileName));
+			auto fileData = file.getData();
+			GLint fileSize = file.getSize();
+			glShaderSource(shader, 1, &fileData, &fileSize);
+			glCompileShader(shader);
+
+			GLint compileStatus;
+			glGetShaderiv(shader, GL_COMPILE_STATUS, &compileStatus);
+			std::cerr << "GLSL shader compile status: "
+					<< compileStatus
+					<< (compileStatus == GL_TRUE ? " = OK" : " = ERROR")
+					<< std::endl;
+
+			if (compileStatus != GL_TRUE) {
+				char error[512];
+				glGetShaderInfoLog(shader, sizeof (error), NULL, error);
+				std::cerr << "GLSL shader error: " << error;
+				throw std::logic_error("GLSL: shader failed to compile");
+			}
+
+			glAttachShader(program, shader);
+			shaders.push_back(shader);
+			std::cerr << "GLSL loaded: " << fileName.c_str() << std::endl;
+		}
+
+		// GLSL compiler does very efficient / aggressive optimization.
+		// Attributes and uniforms that are not used in the shader are deleted.
+		// And even if we e.g. read color from a texture and overwrite it,
+		// the variable is still deleted and considered „inactive“.
+		// Functions glGetAttribLocation() and glGetUniformLocation() return -1.
+
+		glLinkProgram(program);
+
+		ProgAttr.vertexXYZ = glGetAttribLocation(program, "vertices");
+		ProgAttr.textureXY = glGetAttribLocation(program, "textureCoordinates");
+		ProgAttr.model = glGetUniformLocation(program, "model");
+		ProgAttr.view = glGetUniformLocation(program, "view");
+		ProgAttr.projection = glGetUniformLocation(program, "projection");
+		ProgAttr.jazz = glGetUniformLocation(program, "jazz");
+		ProgAttr.color = glGetFragDataLocation(program, "outColor");
+		glBindFragDataLocation(program, ProgAttr.color, "outColor");
+		// listVariables(program);
+		GLint linkStatus;
+		glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
+		if (linkStatus != GL_TRUE) {
+			char error[512];
+			glGetProgramInfoLog(program, sizeof (error), NULL, error);
+			std::cerr << "GLSL program error: " << error;
+			throw std::logic_error("GLSL: program failed to link");
+		}
+		std::cerr << "GLSL shader count: " << shaders.size() << std::endl;
+
+		return program;
+	} catch (const std::exception& e) {
+		std::cerr << "Error while loading shaders: " << e.what() << std::endl;
+	} catch (...) {
+		std::cerr << "Error while loading shaders: unknown" << std::endl;
+	}
+	throw std::logic_error("GLSL: loadShaders() failed");
+}
+