n-puzzle/visu/main.cpp

211 lines
4.7 KiB
C++

#include <stdio.h>
#include <string.h>
#include <GL/glew.h>
#include <GL/freeglut.h>
#include "ogldev_math_3d.h"
#include <iostream>
#include <sstream>
#include <cmath>
GLuint VBO;
GLuint gridLocation;
GLuint nLocation;
GLuint timeLocation;
const char* pVSFileName = "visu/shader.vs";
const char* pFSFileName = "visu/shader.fs";
const char* pGridFileName = "./test/visu.txt";
static void RenderSceneCB()
{
glClear(GL_COLOR_BUFFER_BIT);
string grid_file;
if (!ReadFile(pGridFileName, grid_file))
exit(1);
static float time = 0.0f;
time += 0.03;
stringstream ssin(grid_file);
string token;
string token2;
int garbage[1024];
int i = 0;
int j = 0;
int x = 0, y = 0;
while (std::getline(ssin, token, '\n'))
{
j = 0;
stringstream ssin2(token);
while (ssin2.good())
{
ssin2 >> garbage[j];
j++;
if (j > x)
x = j;
}
i++;
if (i > y)
y = i;
}
int n = (int)sqrt(x);
int grid[y][x];
stringstream ssin3(grid_file);
i = 0;
while (ssin3.good() && i < x * y)
{
ssin3 >> grid[(int)(i / x)][i % x];
i++;
}
glUniform1f(timeLocation, time);
glUniform1i(nLocation, n);
if ((int)time < sizeof(grid) / sizeof(*grid))
glUniform1iv(gridLocation, n * n, grid[(int)time]);
else
exit(1);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
// first GL_POINT or GL_TRIANGLES
// second start of draw
// third number of vertices to draw
glDrawArrays(GL_QUADS, 0, 4);
glDisableVertexAttribArray(0);
glutSwapBuffers();
}
static void InitializeGlutCallbacks(void)
{
glutDisplayFunc(RenderSceneCB);
glutIdleFunc(RenderSceneCB);
}
static void CreateVertexBuffer(void)
{
Vector3f Vertices[4];
Vertices[0] = Vector3f(-1.0f, -1.0f, 0.0f);
Vertices[1] = Vector3f(1.0f, -1.0f, 0.0f);
Vertices[2] = Vector3f(1.0f, 1.0f, 0.0f);
Vertices[3] = Vector3f(-1.0f, 1.0f, 0.0f);
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertices), Vertices, GL_STATIC_DRAW);
}
static void AddShader(GLuint ShaderProgram, const char* pShaderText, GLenum ShaderType)
{
GLuint ShaderObj = glCreateShader(ShaderType);
if (ShaderObj == 0)
{
fprintf(stderr, "Error creating shader type %d\n", ShaderType);
exit(0);
}
const GLchar* p[1];
p[0] = pShaderText;
GLint Lengths[1];
Lengths[0] = strlen(pShaderText);
glShaderSource(ShaderObj, 1, p, Lengths);
glCompileShader(ShaderObj);
GLint success;
glGetShaderiv(ShaderObj, GL_COMPILE_STATUS, &success);
if (!success)
{
GLchar InfoLog[1024];
glGetShaderInfoLog(ShaderObj, 1024, NULL, InfoLog);
fprintf(stderr, "Error compiling shader type %d: '%s'\n", ShaderType, InfoLog);
exit(1);
}
glAttachShader(ShaderProgram, ShaderObj);
}
static void CompileShaders()
{
GLuint ShaderProgram = glCreateProgram();
if (ShaderProgram == 0)
{
fprintf(stderr, "Error creating shader program\n");
exit(1);
}
string vs;
string fs;
if (!ReadFile(pVSFileName, vs))
exit(1);
if (!ReadFile(pFSFileName, fs))
exit(1);
AddShader(ShaderProgram, vs.c_str(), GL_VERTEX_SHADER);
AddShader(ShaderProgram, fs.c_str(), GL_FRAGMENT_SHADER);
GLint Success = 0;
GLchar ErrorLog[1024] = { 0 };
glLinkProgram(ShaderProgram);
glGetProgramiv(ShaderProgram, GL_LINK_STATUS, &Success);
if (Success == 0)
{
glGetProgramInfoLog(ShaderProgram, sizeof(ErrorLog), NULL, ErrorLog);
fprintf(stderr, "Error linking shader program : '%s'\n", ErrorLog);
exit(1);
}
glValidateProgram(ShaderProgram);
glGetProgramiv(ShaderProgram, GL_VALIDATE_STATUS, &Success);
if (!Success)
{
glGetProgramInfoLog(ShaderProgram, sizeof(ErrorLog), NULL, ErrorLog);
fprintf(stderr, "Invalid shader program '%s'\n", ErrorLog);
exit(1);
}
glUseProgram(ShaderProgram);
gridLocation = glGetUniformLocation(ShaderProgram, "grid");
assert(gridLocation != 0xFFFFFFFF);
nLocation = glGetUniformLocation(ShaderProgram, "n");
assert(nLocation != 0xFFFFFFFF);
timeLocation = glGetUniformLocation(ShaderProgram, "time");
assert(timeLocation != 0xFFFFFFFF);
}
int main(int argc, char **argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA);
glutInitWindowSize(800, 600);
glutCreateWindow("N-Puzzle");
//glutFullScreen();
InitializeGlutCallbacks();
// Must be done after glut is initialized !
GLenum res = glewInit();
if (res != GLEW_OK)
{
fprintf(stderr, "Error : '%s'\n", glewGetErrorString(res));
return (1);
}
printf("GL version: %s\n", glGetString(GL_VERSION));
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
CreateVertexBuffer();
CompileShaders();
glutMainLoop();
return (0);
}