my changes

This commit is contained in:
Matt Larsen 2016-08-02 09:56:26 -07:00
parent be643811d6
commit 9659f35509
4 changed files with 360 additions and 14 deletions

@ -33,6 +33,8 @@
#include <iostream>
#include <fstream>
using namespace std;
namespace vtkm {
namespace rendering {
@ -92,7 +94,108 @@ public:
glFinish();
glFlush();
}
const char* GL_type_to_string (GLenum type)
{
switch (type) {
case GL_BOOL: return "bool";
case GL_INT: return "int";
case GL_FLOAT: return "float";
case GL_FLOAT_VEC2: return "vec2";
case GL_FLOAT_VEC3: return "vec3";
case GL_FLOAT_VEC4: return "vec4";
case GL_FLOAT_MAT2: return "mat2";
case GL_FLOAT_MAT3: return "mat3";
case GL_FLOAT_MAT4: return "mat4";
case GL_SAMPLER_2D: return "sampler2D";
case GL_SAMPLER_3D: return "sampler3D";
case GL_SAMPLER_CUBE: return "samplerCube";
case GL_SAMPLER_2D_SHADOW: return "sampler2DShadow";
default: break;
}
return "other";
}
void _print_programme_info_log (GLuint programme) {
int max_length = 2048;
int actual_length = 0;
char log[2048];
glGetProgramInfoLog (programme, max_length, &actual_length, log);
printf ("program info log for GL index %u:\n%s", programme, log);
}
void print_all (GLuint programme) {
printf ("--------------------\nshader programme %i info:\n", programme);
int params = -1;
glGetProgramiv (programme, GL_LINK_STATUS, &params);
printf ("GL_LINK_STATUS = %i\n", params);
glGetProgramiv (programme, GL_ATTACHED_SHADERS, &params);
printf ("GL_ATTACHED_SHADERS = %i\n", params);
glGetProgramiv (programme, GL_ACTIVE_ATTRIBUTES, &params);
printf ("GL_ACTIVE_ATTRIBUTES = %i\n", params);
for (int i = 0; i < params; i++) {
char name[64];
int max_length = 64;
int actual_length = 0;
int size = 0;
GLenum type;
glGetActiveAttrib (
programme,
i,
max_length,
&actual_length,
&size,
&type,
name
);
if (size > 1) {
for (int j = 0; j < size; j++) {
char long_name[64];
sprintf (long_name, "%s[%i]", name, j);
int location = glGetAttribLocation (programme, long_name);
printf (" %i) type:%s name:%s location:%i\n",
i, GL_type_to_string (type), long_name, location);
}
} else {
int location = glGetAttribLocation (programme, name);
printf (" %i) type:%s name:%s location:%i\n",
i, GL_type_to_string (type), name, location);
}
}
glGetProgramiv (programme, GL_ACTIVE_UNIFORMS, &params);
printf ("GL_ACTIVE_UNIFORMS = %i\n", params);
for (int i = 0; i < params; i++) {
char name[64];
int max_length = 64;
int actual_length = 0;
int size = 0;
GLenum type;
glGetActiveUniform (
programme,
i,
max_length,
&actual_length,
&size,
&type,
name
);
if (size > 1) {
for (int j = 0; j < size; j++) {
char long_name[64];
sprintf (long_name, "%s[%i]", name, j);
int location = glGetUniformLocation (programme, long_name);
printf (" %i) type:%s name:%s location:%i\n",
i, GL_type_to_string (type), long_name, location);
}
} else {
int location = glGetUniformLocation (programme, name);
printf (" %i) type:%s name:%s location:%i\n",
i, GL_type_to_string (type), name, location);
}
}
_print_programme_info_log (programme);
}
template <typename PtType>
VTKM_CONT_EXPORT
void RenderTriangles(vtkm::Id numTri, const PtType &verts,
@ -101,11 +204,14 @@ public:
const vtkm::rendering::ColorTable &ct,
const vtkm::Range &scalarRange)
{
glewExperimental = GL_TRUE;
glewInit();
vtkm::Float32 sMin = vtkm::Float32(scalarRange.Min);
vtkm::Float32 sMax = vtkm::Float32(scalarRange.Max);
vtkm::Float32 sDiff = sMax-sMin;
glBegin(GL_TRIANGLES);
vector<float> data, colors;
int method = 2;
for (int i = 0; i < numTri; i++)
{
vtkm::Vec<vtkm::Id, 4> idx = indices.GetPortalConstControl().Get(i);
@ -117,29 +223,261 @@ public:
vtkm::Vec<vtkm::Float32, 3> p2 = verts.GetPortalConstControl().Get(idx[2]);
vtkm::Vec<vtkm::Float32, 3> p3 = verts.GetPortalConstControl().Get(idx[3]);
vtkm::Float32 s = scalar.GetPortalConstControl().Get(i1);
vtkm::Float32 s;
Color color;
s = scalar.GetPortalConstControl().Get(i1);
s = (s-sMin)/sDiff;
Color color = ct.MapRGB(s);
glColor3f(color.Components[0], color.Components[1], color.Components[2]);
glVertex3f(p1[0],p1[1],p1[2]);
color = ct.MapRGB(s);
data.push_back(p1[0]);
data.push_back(p1[1]);
data.push_back(p1[2]);
if (method==0)
{
data.push_back(color.Components[0]);
data.push_back(color.Components[1]);
data.push_back(color.Components[2]);
}
else if (method == 2)
{
colors.push_back(color.Components[0]);
colors.push_back(color.Components[1]);
colors.push_back(color.Components[2]);
}
s = scalar.GetPortalConstControl().Get(i2);
s = (s-sMin)/sDiff;
color = ct.MapRGB(s);
glColor3f(color.Components[0], color.Components[1], color.Components[2]);
glVertex3f(p2[0],p2[1],p2[2]);
data.push_back(p2[0]);
data.push_back(p2[1]);
data.push_back(p2[2]);
if (method==0)
{
data.push_back(color.Components[0]);
data.push_back(color.Components[1]);
data.push_back(color.Components[2]);
}
else if (method == 2)
{
colors.push_back(color.Components[0]);
colors.push_back(color.Components[1]);
colors.push_back(color.Components[2]);
}
s = scalar.GetPortalConstControl().Get(i3);
s = (s-sMin)/sDiff;
color = ct.MapRGB(s);
glColor3f(color.Components[0], color.Components[1], color.Components[2]);
glVertex3f(p3[0],p3[1],p3[2]);
data.push_back(p3[0]);
data.push_back(p3[1]);
data.push_back(p3[2]);
if (method==0)
{
data.push_back(color.Components[0]);
data.push_back(color.Components[1]);
data.push_back(color.Components[2]);
}
else if (method == 2)
{
colors.push_back(color.Components[0]);
colors.push_back(color.Components[1]);
colors.push_back(color.Components[2]);
}
}
glEnd();
cout<<"data.size()= "<<data.size()<<endl;
if (method == 0)
{
glBegin(GL_TRIANGLES);
for (int i = 0; i < data.size(); i+=6)
{
glColor3f(data[i+3], data[i+4], data[i+5]);
glVertex3f(data[i+0], data[i+1], data[i+2]);
}
glEnd();
}
else if (method == 1)
{
cout<<"Enter method 1\n";
GLuint vbo = 0;
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, data.size()*sizeof (float), &data[0], GL_STATIC_DRAW);
cout<<"Bind buffer\n";
GLuint vao = 0;
glGenVertexArrays(1, &vao);
cout<<"Bind buffer1\n";
glBindVertexArray(vao);
cout<<"Bind buffer 1.5\n";
glEnableVertexAttribArray(0);
cout<<"Bind buffer 2\n";
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
cout<<"Vertex pointer \n";
GLfloat mvMat[16], pMat[16];
glGetFloatv(GL_MODELVIEW_MATRIX, (float*)mvMat);
glGetFloatv(GL_PROJECTION_MATRIX, (float*)pMat);
const char* vertex_shader =
"#version 400\n"
"uniform mat4 mv_matrix;"
"uniform mat4 p_matrix;"
"in vec4 a_vertex;"
"uniform mat4 mvp;"
"void main() {"
// " gl_Position = p_matrix * mv_matrix * gl_Vertex;"
// " gl_Position = p_matrix * mv_matrix * vec4(a_vertex, 1);" //vec4(position, 1);"
" gl_Position = gl_Vertex;" //gl_ProjectionMatrix * gl_ModelViewMatrix * gl_Vertex;"
"}\0";
const char* fragment_shader =
"#version 400\n"
"out vec4 frag_colour;"
"void main () {"
" frag_colour = vec4 (0.5, 0.0, 0.5, 1.0);"
"}\0";
cout<<"Compiling \n";
GLuint vs = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vs, 1, &vertex_shader, NULL);
glCompileShader(vs);
GLint isCompiled = 0;
glGetShaderiv(vs, GL_COMPILE_STATUS, &isCompiled);
if(isCompiled == GL_FALSE)
{
GLint maxLength = 0;
glGetShaderiv(vs, GL_INFO_LOG_LENGTH, &maxLength);
// The maxLength includes the NULL character
GLchar* strInfoLog = new GLchar[maxLength + 1];
glGetShaderInfoLog(vs, maxLength, &maxLength, strInfoLog);
fprintf(stderr, "Compilation error in shader : %s\n", strInfoLog);
delete[] strInfoLog;
}
GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fs, 1, &fragment_shader, NULL);
glCompileShader(fs);
GLuint shader_programme = glCreateProgram();
GLint mvID = glGetUniformLocation(shader_programme, "mv_matrix");
glUniformMatrix4fv(mvID, 1, GL_FALSE, mvMat);
GLint pID = glGetUniformLocation(shader_programme, "p_matrix");
glUniformMatrix4fv(pID, 1, GL_FALSE, pMat);
cout<<"Shaders Compiled\n";
glAttachShader(shader_programme, fs);
glAttachShader(shader_programme, vs);
glLinkProgram(shader_programme);
GLint success;
glGetProgramiv(shader_programme, GL_LINK_STATUS, &success);
if (!success)
{
cout<<"**********************************************LINK FAILED"<<endl;
}
char log[2048];
GLsizei len;
glGetProgramInfoLog(shader_programme, 2048, &len, log);
cout<<"program info: "<<log<<endl;
glUseProgram(shader_programme);
print_all(shader_programme);
glBindVertexArray(vao);
glDrawArrays (GL_TRIANGLES, 0, numTri*3);
glUseProgram(0);
}
else if (method == 2)
{
for (int i = 0; i < data.size(); i+= 3)
cout<<i%3<<": ("<<data[i]<<","<<data[i+1]<<","<<data[i+2]<<") ["<<colors[i]<<","<<colors[i+1]<<","<<colors[i+2]<<"]"<<endl;
GLuint points_vbo = 0;
glGenBuffers(1, &points_vbo);
glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
glBufferData(GL_ARRAY_BUFFER, data.size()*sizeof (float), &data[0], GL_STATIC_DRAW);
GLuint colours_vbo = 0;
glGenBuffers(1, &colours_vbo);
glBindBuffer(GL_ARRAY_BUFFER, colours_vbo);
glBufferData(GL_ARRAY_BUFFER, colors.size()*sizeof(float), &colors[0], GL_STATIC_DRAW);
GLuint vao = 0;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
glBindBuffer(GL_ARRAY_BUFFER, colours_vbo);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
GLfloat mvMat[16], pMat[16];
glGetFloatv(GL_MODELVIEW_MATRIX, (float*)mvMat);
glGetFloatv(GL_PROJECTION_MATRIX, (float*)pMat);
for(int i = 0; i < 16;++i)
{
if(i % 4 == 0 && i != 0) cout<<"\n";
cout<<mvMat[i]<<" ";
}
cout<<"\n";
const char *vertex_shader =
"#version 400 core\n"
"layout(location = 1) in vec3 vertex_position;"
"layout(location = 0) in vec3 vertex_color;"
"out vec3 ourColor;"
"uniform mat4 mv_matrix;"
"uniform mat4 p_matrix;"
"void main() {"
" gl_Position = p_matrix*mv_matrix * vec4(vertex_position, 1.0);"
// " gl_Position = vec4(vertex_color, 1.0);"
// " gl_Position = vec4(vertex_position, 1.0);"
" ourColor = vertex_color;"
"}";
const char *fragment_shader =
"#version 400 core\n"
"in vec3 ourColor;"
"out vec4 color;"
"void main() {"
// " color = vec4 (0.5, 0.0, 0.5, 1.0);"
" color = vec4 (ourColor, 1.0);"
"}";
GLuint vs = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vs, 1, &vertex_shader, NULL);
glCompileShader(vs);
GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fs, 1, &fragment_shader, NULL);
glCompileShader(fs);
GLuint shader_programme = glCreateProgram();
glAttachShader(shader_programme, fs);
glAttachShader(shader_programme, vs);
// insert location binding code here
glBindAttribLocation (shader_programme, 0, "vertex_position");
glBindAttribLocation (shader_programme, 1, "vertex_color");
glLinkProgram (shader_programme);
GLint success;
glGetProgramiv(shader_programme, GL_LINK_STATUS, &success);
if (!success) cout<<"**********************************************LINK FAILED"<<endl;
char log[2048];
GLsizei len;
glGetProgramInfoLog(shader_programme, 2048, &len, log);
cout<<"program info: "<<log<<endl;
glUseProgram(shader_programme);
GLint mvID = glGetUniformLocation(shader_programme, "mv_matrix");
glUniformMatrix4fv(mvID, 1, GL_FALSE, mvMat);
GLint pID = glGetUniformLocation(shader_programme, "p_matrix");
glUniformMatrix4fv(pID, 1, GL_FALSE, pMat);
print_all(shader_programme);
glBindVertexArray(vao);
glDrawArrays (GL_TRIANGLES, 0, numTri*3);
glUseProgram(0);
}
}
};
}} //namespace vtkm::rendering
#endif //vtk_m_rendering_MapperGL_h
#endif //vtk_m_rendering_MapperGL_h

@ -22,8 +22,11 @@
#define vtk_m_rendering_internal_OpenGLHeaders_h
#if defined(__APPLE__)
#include <GL/glew.h>
# include <OpenGL/gl.h>
#else
#include <GL/glew.h>
# include <GL/gl.h>
#endif

@ -36,7 +36,8 @@ if (OPENGL_FOUND)
)
list(APPEND libs ${EGL_LIBRARIES})
endif()
#apple needs thes linker flags
#-framework Cocoa -framework OpenGL -framework IOKit -framework CoreVideo
if (GLFW_FOUND)
set(unit_tests ${unit_tests}
UnitTestMapperGLFW.cxx

@ -58,6 +58,10 @@ void RenderTests()
vtkm::rendering::ColorTable colorTable("thermal");
glfwInit();
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
GLFWwindow *window = glfwCreateWindow(WIDTH, HEIGHT, "GLFW Test", NULL, NULL);
glfwMakeContextCurrent(window);
glfwSetKeyCallback(window, keyCallback);