aboutsummaryrefslogtreecommitdiff
path: root/BuddhaTest/src/BuddhaTest.cpp
blob: a03e8e887849b410a0708f8f2e71b3f805dbd322 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <Helpers.h>
#include <iostream>
#include <vector>

void error_callback(int error, const char* description)
{
	std::cerr << "Error: " << description << std::endl;
}

int main(int argc, char * argv[])
{
    Helpers::RenderSettings settings;

    if(!settings.ParseCommandLine(argc,argv))
    {
        return 2;
    }

    unsigned int bufferHeight = settings.imageHeight/2;

	GLFWwindow* window;

	/* Initialize the library */
	if (!glfwInit())
		return -1;

	glfwSetErrorCallback(error_callback);

	glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
	glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
	glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

	/* Create a windowed mode window and its OpenGL context */
    window = glfwCreateWindow(settings.windowWidth, settings.windowHeight, "Buddhabrot", NULL, NULL);
	if (!window)
	{
		std::cerr << "Failed to create OpenGL 4.3 core context. We do not support compatibility contexts." << std::endl;
		glfwTerminate();
		return -1;
	}

	/* Make the window's context current */
	glfwMakeContextCurrent(window);
	gladLoadGLLoader((GLADloadproc)glfwGetProcAddress);

    //we have a context. Let's check if input is sane.
    //calcualte buffer size, and make sure it's allowed by the driver.
    const unsigned int pixelCount{(settings.imageWidth * bufferHeight)*3}; //*3 -> RGB
    if(!settings.CheckValidity())
    {
        glfwTerminate();
        return 1;
    }

    // Create and compile our GLSL program from the shaders
    std::string vertexPath("Shaders/BuddhaVertex.glsl");
    std::string fragmentPath("Shaders/BuddhaFragment.glsl");
    std::string computePath("Shaders/BuddhaCompute.glsl");

    if(!Helpers::DoesFileExist(vertexPath))
    {
#if defined _WIN32 || defined __CYGWIN__
        std::string separator("\\");
#else
        std::string separator("/");
#endif
        vertexPath = INSTALL_PREFIX + separator + "share" + separator + "BuddhaShader" + separator + vertexPath;
        fragmentPath = INSTALL_PREFIX + separator + "share" + separator + "BuddhaShader" + separator + fragmentPath;
        computePath = INSTALL_PREFIX + separator + "share" + separator + "BuddhaShader" + separator + computePath;
    }

    GLuint VertexAndFragmentShaders = Helpers::LoadShaders(vertexPath, fragmentPath);
    //Do the same for the compute shader:
    GLuint ComputeShader = Helpers::LoadComputeShader(computePath, settings.localWorkgroupSizeX, settings.localWorkgroupSizeY, settings.localWorkgroupSizeZ);
    if(VertexAndFragmentShaders == 0 || ComputeShader == 0)
    {
        std::cout << "Something went wrong with loading the shaders. Abort." << std::endl;
        glfwTerminate();
        return 1;
    }

	GLuint VertexArrayID;
	glGenVertexArrays(1, &VertexArrayID);
	glBindVertexArray(VertexArrayID);

	const GLfloat g_vertex_buffer_data[] = {
		-1.0f, -1.0f, 0.0f,
		1.0f, -1.0f, 0.0f,
		-1.0f,  1.0f, 0.0f,
		1.0f, 1.0f, 0.0f
	};

	GLuint vertexbuffer;
	glGenBuffers(1, &vertexbuffer);
	glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
	glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW);


	GLuint drawBuffer;
	glGenBuffers(1, &drawBuffer);
	glBindBuffer(GL_SHADER_STORAGE_BUFFER, drawBuffer);
    {
        glBufferData(GL_SHADER_STORAGE_BUFFER, 4 * pixelCount, nullptr, GL_DYNAMIC_COPY);
        glClearBufferData(GL_SHADER_STORAGE_BUFFER,GL_R8,GL_RED,GL_UNSIGNED_INT,nullptr);
    }
	glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, drawBuffer);
	glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);

    uint32_t iterationCount{0};
    glUseProgram(ComputeShader);
    GLint iterationCountUniformHandle = glGetUniformLocation(ComputeShader, "iterationCount");
    GLint orbitLengthUniformHandle = glGetUniformLocation(ComputeShader, "orbitLength");
    GLint widthUniformComputeHandle = glGetUniformLocation(ComputeShader, "width");
    GLint heightUniformComputeHandle = glGetUniformLocation(ComputeShader, "height");
    glUniform3ui(orbitLengthUniformHandle,settings.orbitLengthRed,settings.orbitLengthGreen,settings.orbitLengthBlue);
    glUniform1ui(widthUniformComputeHandle, settings.imageWidth);
    glUniform1ui(heightUniformComputeHandle, bufferHeight);

    glUseProgram(VertexAndFragmentShaders);
    GLint widthUniformFragmentHandle = glGetUniformLocation(VertexAndFragmentShaders, "width");
    GLint heightUniformFragmentHandle = glGetUniformLocation(VertexAndFragmentShaders, "height");
    glUniform1ui(widthUniformFragmentHandle, settings.imageWidth);
    glUniform1ui(heightUniformFragmentHandle, bufferHeight);

    glClearColor(0.0f, 0.0f, 0.4f, 0.0f);

    //uint32_t iterationsPerFrame = settings.globalWorkGroupSizeX*settings.globalWorkGroupSizeY*settings.globalWorkGroupSizeZ*settings.localWorkgroupSizeX*settings.localWorkgroupSizeY*settings.localWorkgroupSizeZ;
    //bool bWarningShown{false};

	/* Loop until the user closes the window */
	while (!glfwWindowShouldClose(window))
	{
        //commented out, as with the new y-decoupling we will get more points in 2D even after we had all integer values for x.
        //check if we are "done"
        //if(iterationsPerFrame * iterationCount <= iterationsPerFrame && iterationCount > 1 && !bWarningShown)
        //{
        //    std::cout << "The program covered all possible integer values for starting point computation. Leaving it running will not improve the image any more." << std::endl;
        //    bWarningShown = true;
        //}

		//let the compute shader do something
		glUseProgram(ComputeShader);
        //increase iterationCount, which is used for pseudo random generation
        glUniform1ui(iterationCountUniformHandle,++iterationCount);
        glDispatchCompute(settings.globalWorkGroupSizeX, settings.globalWorkGroupSizeY, settings.globalWorkGroupSizeZ);

        //before reading the values in the ssbo, we need a memory barrier:
        glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT); //I hope this is the correct (and only required) bit

		/* Render here */
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
		glUseProgram(VertexAndFragmentShaders);
		
        glEnableVertexAttribArray(0);
		glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
		glVertexAttribPointer(
			0,                  // attribute 0. No particular reason for 0, but must match the layout in the shader.
			3,                  // size
			GL_FLOAT,           // type
			GL_FALSE,           // normalized?
			0,                  // stride
			(void*)0            // array buffer offset
		);
        // Draw the triangle strip!
		glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); // Triangle strip with 4 vertices -> quad.
		glDisableVertexAttribArray(0);

		/* Swap front and back buffers */
        glfwSwapBuffers(window);

		/* Poll for and process events */
		glfwPollEvents();
	}

    if(!settings.pngFilename.empty())
    {
        glMemoryBarrier(GL_ALL_BARRIER_BITS);
        glBindBuffer(GL_SHADER_STORAGE_BUFFER, drawBuffer);
        {
            std::vector<uint32_t> readBackBuffer(pixelCount);
            glGetBufferSubData(GL_SHADER_STORAGE_BUFFER,0,4 * pixelCount,readBackBuffer.data());
            Helpers::WriteOutputPNG(settings.pngFilename,readBackBuffer,settings.imageWidth,bufferHeight, settings.pngGamma, settings.pngColorScale);
        }
    }

    //a bit of cleanup
    glDeleteBuffers(1,&vertexbuffer);
    glDeleteBuffers(1,&drawBuffer);

	glfwTerminate();
	return 0;
}