306 lines
6.9 KiB
C
306 lines
6.9 KiB
C
/* SPDX-License-Identifier: ISC */
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/*
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* shadermeh.c
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*
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* Copyright (C) 2022 David Oberhollenzer <goliath@infraroot.at>
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*/
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#include "shadermeh.h"
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static GLfloat vertex_buffer[] = {
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-1.0f, -1.0f, 0.0f, /* lower left corner */
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1.0f, 1.0f, 1.0f,
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+1.0f, -1.0f, 0.0f, /* lower right corner */
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1.0f, 1.0f, 1.0f,
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-1.0f, 1.0f, 0.0f, /* uper left corner */
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1.0f, 1.0f, 1.0f,
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+1.0f, +1.0f, 0.0f, /* upper right corner */
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1.0f, 1.0f, 1.0f,
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};
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static double diff_timespec(const struct timespec *time1,
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const struct timespec *time0)
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{
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return (time1->tv_sec - time0->tv_sec)
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+ (time1->tv_nsec - time0->tv_nsec) / 1000000000.0;
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}
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static void convert_for_ffmpeg(const uint8_t *in, uint8_t *out,
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size_t width, size_t height)
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{
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size_t x, y;
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for (y = 0; y < height; ++y) {
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const uint8_t *src = in + y * width * 4;
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uint8_t *dst = out + (height - 1 - y) * width * 3;
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for (x = 0; x < width; ++x) {
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*(dst++) = *(src++);
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*(dst++) = *(src++);
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*(dst++) = *(src++);
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++src;
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}
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}
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}
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static int write_retry(int fd, const void *buffer, size_t size)
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{
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while (size > 0) {
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int ret = write(fd, buffer, size);
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if (ret < 0) {
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if (errno == EINTR || errno == EAGAIN)
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continue;
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perror("write");
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return -1;
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}
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if (ret == 0)
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return -1;
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size -= ret;
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buffer = (const char *)buffer + ret;
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}
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return 0;
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}
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static const struct option long_opts[] = {
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{ "width", required_argument, NULL, 'w' },
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{ "height", required_argument, NULL, 'h' },
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{ "shader", required_argument, NULL, 's' },
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{ "sampling-rate", required_argument, NULL, 'r' },
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{ "to-stdout", no_argument, NULL, 'S' },
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{ NULL, 0, NULL, 0 },
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};
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static const char *short_opts = "w:h:s:S:r";
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static const char *usage_str =
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"shadermeh OPTIONS...\n"
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"\n"
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"Possible options:\n"
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"\n"
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" --width, -w <pixels>\n"
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" --height, -h <pixels>\n"
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"\n"
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" --to-stdout, -S\n"
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"\n"
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" --shader, -s <shader file>\n"
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"\n";
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#define SND_BUFFER_SIZE 512
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int main(int argc, char **argv)
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{
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GLuint u_iResolution, u_iTime, u_iTimeDelta, u_iFrame;
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struct timespec start, frame_start, frame_end;
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unsigned int width, height, iFrame = 0;
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void *fb32 = NULL, *fb24 = NULL;
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const char *shader_file = NULL;
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GLuint vao, vbo, fbo, fbo_tex;
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GLint major, minor, prog;
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float iTime, iTimeDelta;
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bool to_stdout = false;
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window *wnd;
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int i;
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unsigned int sampling_rate = 0;
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float in_samples[SND_BUFFER_SIZE]; /* Raw input floats from -1...1 */
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float norm_samples[SND_BUFFER_SIZE]; /* Normalized samples from 0...1 */
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/******************** parse options ************************/
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width = 800;
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height = 450;
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for (;;) {
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i = getopt_long(argc, argv, short_opts, long_opts, NULL);
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if (i == -1)
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break;
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switch (i) {
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case 'w':
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width = strtol(optarg, NULL, 10);
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break;
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case 'h':
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height = strtol(optarg, NULL, 10);
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break;
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case 's':
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shader_file = optarg;
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break;
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case 'r':
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sampling_rate = strtol(optarg, NULL, 10);
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break;
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case 'S':
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to_stdout = true;
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break;
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default:
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fputs(usage_str, stderr);
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return EXIT_FAILURE;
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}
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}
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if (!shader_file) {
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fputs(usage_str, stderr);
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fputs("No shader file specified!\n", stderr);
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return EXIT_FAILURE;
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}
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if (to_stdout) {
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fb32 = calloc(1, width * height * 4);
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if (!fb32) {
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perror("allocating scratch framebuffer");
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return EXIT_FAILURE;
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}
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fb24 = calloc(1, width * height * 3);
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if (!fb24) {
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perror("allocating scratch framebuffer");
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free(fb32);
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return EXIT_FAILURE;
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}
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}
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/********** create window and make context current **********/
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wnd = window_create(width, height, "shader meh...");
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if (!wnd) {
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fputs("failed to create window", stderr);
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free(fb32);
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free(fb24);
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return EXIT_FAILURE;
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}
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window_make_current(wnd);
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window_set_vsync(wnd, 1);
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/******************** load entry points ********************/
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glewExperimental = GL_TRUE;
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if (glewInit() != GLEW_OK) {
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fputs("glewInit() error", stderr);
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window_destroy(wnd);
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free(fb32);
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free(fb24);
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return EXIT_FAILURE;
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}
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glGetIntegerv(GL_MAJOR_VERSION, &major);
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glGetIntegerv(GL_MINOR_VERSION, &minor);
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printf("OpenGL version %d.%d\n", major, minor);
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/******************** initialization ********************/
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glViewport(0, 0, width, height);
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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/* vertex buffer object & vertex array object */
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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glGenBuffers(1, &vbo);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertex_buffer),
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vertex_buffer, GL_STATIC_DRAW);
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 6, 0);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 6,
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(GLvoid *)(3 * sizeof(GLfloat)));
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/* shader */
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prog = shader_program_load(shader_file);
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if (!shader_program_get_build_status(prog)) {
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shader_program_print_info_log(prog);
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}
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glUseProgram(prog);
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/* uniforms */
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u_iResolution = glGetUniformLocation(prog, "iResolution");
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u_iTime = glGetUniformLocation(prog, "iTime");
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u_iTimeDelta = glGetUniformLocation(prog, "iTimeDelta");
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u_iFrame = glGetUniformLocation(prog, "iFrame;");
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glUniform3f(u_iResolution, width, height, 0.0f);
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clock_gettime(CLOCK_MONOTONIC_RAW, &start);
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/******************** framebuffer object ********************/
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if (to_stdout) {
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glGenFramebuffers(1, &fbo);
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glGenTextures(1, &fbo_tex);
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glBindTexture(GL_TEXTURE_2D, fbo_tex);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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fbo_tex, 0);
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} else {
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window_show(wnd);
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}
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/******************** drawing loop ********************/
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while (to_stdout || window_handle_events()) {
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/* render image to FBO */
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clock_gettime(CLOCK_MONOTONIC_RAW, &frame_start);
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glClear(GL_COLOR_BUFFER_BIT);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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if (to_stdout) {
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glFlush();
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} else {
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window_swap_buffers(wnd);
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}
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/* get image from FBO, dump to stdout */
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if (to_stdout) {
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glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA,
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GL_UNSIGNED_BYTE, fb32);
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convert_for_ffmpeg(fb32, fb24, width, height);
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if (write_retry(STDOUT_FILENO, fb24,
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width * height * 3)) {
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break;
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}
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}
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/* update timers */
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clock_gettime(CLOCK_MONOTONIC_RAW, &frame_end);
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iFrame += 1;
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iTimeDelta = diff_timespec(&frame_end, &frame_start);
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iTime = diff_timespec(&frame_end, &start);
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glUniform1f(u_iTimeDelta, iTimeDelta);
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glUniform1f(u_iTime, iTime);
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glUniform1ui(u_iFrame, iFrame);
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}
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/******************** cleanup ********************/
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glUseProgram(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glDeleteBuffers(1, &vbo);
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glBindVertexArray(0);
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glDeleteVertexArrays(1, &vao);
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glDeleteProgram(prog);
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if (to_stdout) {
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glDeleteFramebuffers(1, &fbo);
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glDeleteTextures(1, &fbo_tex);
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}
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window_make_current(NULL);
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free(fb32);
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free(fb24);
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window_destroy(wnd);
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return EXIT_SUCCESS;
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}
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