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Screen_Stream.cpp
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#include "Screen_Stream.h"
#include "Pixel_Stream_Base.h"
#include <memory>
#include <algorithm>
#include <stdexcept>
#include <vector>
#include <sstream>
#include <fstream>
#include <string>
#include <iostream>
#define NDEBUG
#include <cassert>
// Util function to compile a shader from source
void Screen_Stream::compile_shader(GLuint &shader, const std::string &src) {
std::ifstream is(src);
std::string code;
std::string temp_str;
while (std::getline(is, temp_str)) {
code += temp_str + '\n';
}
const char *c_code = code.c_str();
glShaderSource(shader, 1, &c_code, NULL);
glCompileShader(shader);
}
void Screen_Stream::generate_shaders(const std::string &vertex_shader_src, const std::string &frag_shader_src) {
// Generate shaders
vertex_shader = glCreateShader(GL_VERTEX_SHADER);
assert(glGetError() == GL_NO_ERROR);
frag_shader = glCreateShader(GL_FRAGMENT_SHADER);
assert(glGetError() == GL_NO_ERROR);
GLint compile_status;
compile_shader(vertex_shader, vertex_shader_src);
assert(glGetError() == GL_NO_ERROR);
#ifndef NDEBUG
glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &compile_status);
if (compile_status != GL_TRUE) {
char buffer[512];
glGetShaderInfoLog(vertex_shader, 512, NULL, buffer);
throw std::runtime_error(buffer);
}
#endif
compile_shader(frag_shader, frag_shader_src);
assert(glGetError() == GL_NO_ERROR);
#ifndef NDEBUG
glGetShaderiv(frag_shader, GL_COMPILE_STATUS, &compile_status);
if (compile_status != GL_TRUE) {
char buffer[512];
glGetShaderInfoLog(frag_shader, 512, NULL, buffer);
throw std::runtime_error(buffer);
}
#endif
// Put shaders into shader program
shader_prog = glCreateProgram();
assert(glGetError() == GL_NO_ERROR);
glAttachShader(shader_prog, vertex_shader);
assert(glGetError() == GL_NO_ERROR);
glAttachShader(shader_prog, frag_shader);
assert(glGetError() == GL_NO_ERROR);
glBindFragDataLocation(shader_prog, 0, "outColor");
assert(glGetError() == GL_NO_ERROR);
glLinkProgram(shader_prog);
assert(glGetError() == GL_NO_ERROR);
glUseProgram(shader_prog);
assert(glGetError() == GL_NO_ERROR);
#ifndef NDEBUG
GLint success;
GLchar info_log[512];
glGetProgramiv(shader_prog, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shader_prog, 512, NULL, info_log);
std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << info_log << std::endl;
}
#endif
}
Screen_Stream::Screen_Stream(std::shared_ptr<Bounds2D<int>> &bnds, const std::string &vertex_shader_src, const std::string &frag_shader_src) :
Pixel_Stream_Base(bnds) {
// Initialise GLFW
if (!glfwInit()) {
throw std::runtime_error("error: GLFW unable to initialise");
}
// Set up the window
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
#ifdef __APPLE__
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
screen = (glfwCreateWindow(bounds->width(), bounds->height(), "Mandelbrot Fractal", nullptr, nullptr));
make_current();
// Initialise glew
glewExperimental = GL_TRUE;
GLenum glewinit = glewInit();
#ifndef NDEBUG
if (glewinit != GLEW_OK) {
std::ostringstream ss;
ss << "error: Glew unable to initialise" << glewinit;
throw std::runtime_error(ss.str());
}
#endif
assert(glGetError() == GL_NO_ERROR);
// Clear buffer
glClearColor(0, 0, 0, 0);
assert(glGetError() == GL_NO_ERROR);
glClear(GL_COLOR_BUFFER_BIT);
assert(glGetError() == GL_NO_ERROR);
generate_shaders(vertex_shader_src, frag_shader_src);
// Create VAO
glGenVertexArrays(1, &vao);
assert(glGetError() == GL_NO_ERROR);
glBindVertexArray(vao);
assert(glGetError() == GL_NO_ERROR);
// Create vertex and element buffers
const static GLfloat vertices[] = {
// Position Tex-coords
-1.0f, 1.0f, 0.0f, 0.0f, // Top-left
1.0f, 1.0f, 1.0f, 0.0f, // Top-right
1.0f, -1.0f, 1.0f, 1.0f, // Bottom-right
-1.0f, -1.0f, 0.0f, 1.0f // Bottom-left
};
glGenBuffers(1, &vbo);
assert(glGetError() == GL_NO_ERROR);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
assert(glGetError() == GL_NO_ERROR);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
assert(glGetError() == GL_NO_ERROR);
const static GLuint elements[] = {
0, 1, 2,
2, 3, 0
};
glGenBuffers(1, &ebo);
assert(glGetError() == GL_NO_ERROR);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
assert(glGetError() == GL_NO_ERROR);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(elements), elements, GL_STATIC_DRAW);
assert(glGetError() == GL_NO_ERROR);
// Set shader attributes
GLint pos_attrib = glGetAttribLocation(shader_prog, "position");
assert(glGetError() == GL_NO_ERROR);
glVertexAttribPointer(pos_attrib, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), 0);
assert(glGetError() == GL_NO_ERROR);
glEnableVertexAttribArray(pos_attrib);
assert(glGetError() == GL_NO_ERROR);
GLint tex_coord_attrib = glGetAttribLocation(shader_prog, "tex_coord");
assert(glGetError() == GL_NO_ERROR);
glEnableVertexAttribArray(tex_coord_attrib);
assert(glGetError() == GL_NO_ERROR);
glVertexAttribPointer(tex_coord_attrib, 2, GL_FLOAT, GL_FALSE,
4 * sizeof(GLfloat), (void*)(2 * sizeof(GLfloat)));
assert(glGetError() == GL_NO_ERROR);
// Generate texture
glGenTextures(1, &mandelbrot_tex);
assert(glGetError() == GL_NO_ERROR);
// Bind the texture information
glActiveTexture(GL_TEXTURE0);
assert(glGetError() == GL_NO_ERROR);
glBindTexture(GL_TEXTURE_2D, mandelbrot_tex);
assert(glGetError() == GL_NO_ERROR);
glUniform1i(glGetUniformLocation(shader_prog, "tex"), 0);
assert(glGetError() == GL_NO_ERROR);
}
Screen_Stream::~Screen_Stream() {
// Unbind buffer
glBindVertexArray(0);
assert(glGetError() == GL_NO_ERROR);
// Delete shaders
glDeleteProgram(shader_prog);
assert(glGetError() == GL_NO_ERROR);
glDeleteShader(vertex_shader);
assert(glGetError() == GL_NO_ERROR);
glDeleteShader(frag_shader);
assert(glGetError() == GL_NO_ERROR);
// Delete buffers
glDeleteBuffers(1, &vbo);
assert(glGetError() == GL_NO_ERROR);
glDeleteBuffers(1, &ebo);
assert(glGetError() == GL_NO_ERROR);
glDeleteVertexArrays(1, &vao);
assert(glGetError() == GL_NO_ERROR);
// Terminate GLFW
glfwDestroyWindow(screen);
glfwTerminate();
}
void Screen_Stream::flush() {
glClear(GL_COLOR_BUFFER_BIT);
assert(glGetError() == GL_NO_ERROR);
// Reset texture
glBindTexture(GL_TEXTURE_2D, mandelbrot_tex);
assert(glGetError() == GL_NO_ERROR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, bounds->width(), bounds->height(), 0, GL_RGB, GL_BYTE, &get_buffer()[0]);
assert(glGetError() == GL_NO_ERROR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
assert(glGetError() == GL_NO_ERROR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
assert(glGetError() == GL_NO_ERROR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
assert(glGetError() == GL_NO_ERROR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
assert(glGetError() == GL_NO_ERROR);
// Draw rectangle
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
assert(glGetError() == GL_NO_ERROR);
// Swap buffers
glfwSwapBuffers(screen);
// Reset iterator
pos_iter = get_buffer().begin();
while(!glfwWindowShouldClose(screen)) {
if ((glfwGetKey(screen, GLFW_KEY_ESCAPE) == GLFW_PRESS) || (glfwGetKey(screen, GLFW_KEY_ESCAPE) == GLFW_REPEAT)) {
glfwSetWindowShouldClose(screen, true);
}
glfwPollEvents();
}
}