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#include <iostream>
#include <GL/glew.h>
#include "gtk_win_main.hpp"
#include <gdk/x11/gdkglx.h> // X11 specific
// Macro to make things readable in main() function
#define EXIT_IF_FAIL(val, expr) do { \
if ( ! (expr) ) { \
std::cerr << "Init error " << val << std::endl; \
exit(val); \
} \
} while(0)
// For understanding the event sequences
#define CALL_TRACE do { \
std::cout << "trace " <<__PRETTY_FUNCTION__ << std::endl; \
} while(0)
int main(int argc, char* argv[]) {
CALL_TRACE;
// Initialize GTK
Gtk::Main gtkKit(argc, argv); // gtk itself
Gtk::GL::init(argc, argv); // gtkglextmm
// Query and print OpenGL version
int glVersionMajor, glVersionMinor;
EXIT_IF_FAIL(1, Gdk::GL::query_version(glVersionMajor, glVersionMinor) );
std::cout << "OpenGL extension version - " << glVersionMajor << "." << glVersionMinor << std::endl;
// Initialize OpenGL
Glib::RefPtr<Gdk::GL::Config> glconfig;
Gdk::GL::ConfigMode glMode = Gdk::GL::MODE_RGB | Gdk::GL::MODE_DEPTH;
EXIT_IF_FAIL(2, glconfig=Gdk::GL::Config::create(glMode) );
// Initialize the OpenGL scene widget (realization came later, no RAII)
MyGTKGLSceneWidget glScene(glconfig);
// Instantiate the GTK app (and realize glScene)
// Could exit() the program if problem with OpenGL or OpenCL
GTKWinMain gtkwinmain(glScene);
// Run the app
gtkKit.run(gtkwinmain);
return 0;
}
// MyGTKGLSceneWidget implementation (extends a Gtk::DrawingArea with Gtk::GL::Widget)
// I want to keep all interesting code parts in this file, in natural reading order
MyGTKGLSceneWidget::MyGTKGLSceneWidget(Glib::RefPtr<Gdk::GL::Config> &glconfig):
continuous_play(false), need_recompute(false), time(0.0f)
{
CALL_TRACE;
set_gl_capability(glconfig);
Gdk::EventMask mask = Gdk::POINTER_MOTION_MASK | Gdk::BUTTON_MOTION_MASK \
| Gdk::BUTTON_PRESS_MASK | Gdk::BUTTON_RELEASE_MASK \
| Gdk::SCROLL_MASK;
set_events(mask); // The containing window should have those attributes too
// Camera is always looking the center of the mesh
// this->camera affects (only) the camera position
// rx,ry : the camera rotate around the mesh. Those vars are angles in degrees
// tz : distance between the center of the mesh and the camera (roughly)
this->camera.rx = -64.0f; this->camera.ry = 16.0f; this->camera.tz = 2.0f;
}
MyGTKGLSceneWidget::~MyGTKGLSceneWidget() { }
void MyGTKGLSceneWidget::on_size_request(Gtk::Requisition* requisition) {
CALL_TRACE; // Technical stuff, GTK call this to ask for widget minimal size
*requisition = Gtk::Requisition();
requisition->width = 320; requisition->height = 240;
}
void MyGTKGLSceneWidget::on_realize() {
CALL_TRACE; // This one runs once at window creation time
// It's time to setup GL things that don't change on each frame
Gtk::DrawingArea::on_realize();
Glib::RefPtr<Gdk::GL::Window> glwindow = get_gl_window();
// *** OpenGL BEGIN ***
GLenum gl_res;
if (!glwindow->gl_begin(get_gl_context())) {
std::cerr << "Oops : glwindow->gl_begin(get_gl_context())" << std::endl;
return;
}
EXIT_IF_FAIL(3, Gdk::GL::query_gl_extension("GL_ARB_vertex_buffer_object") );
EXIT_IF_FAIL(4, glewInit() == 0 );
// TODO : mesh size should not be fixed here
//size_t mesh_width=256, mesh_height=256, group_size=256;
//size_t mesh_width=512, mesh_height=512, group_size=256;
size_t mesh_width=1024, mesh_height=1024, group_size=256;
//size_t mesh_width=2048, mesh_height=2048, group_size=256;
GLuint gl_vbo=0;
GLsizeiptr gl_vbo_data_size = mesh_width * mesh_height * sizeof(cl_float4);
//std::cout << "gl_vbo_data_size==" << gl_vbo_data_size << std::endl;
glGenBuffers(1, &gl_vbo);
glBindBuffer(GL_ARRAY_BUFFER, gl_vbo);
glBufferData(GL_ARRAY_BUFFER, gl_vbo_data_size, NULL, GL_DYNAMIC_DRAW);
gl_res=glGetError();
if ( gl_res != GL_NO_ERROR ) {
std::cerr << "glBufferData(). Unable to allocate " << gl_vbo_data_size << " bytes in VRAM" << std::endl;
std::cerr << gluErrorString(gl_res);
EXIT_IF_FAIL(5, false);
}
//#ifdef X11
intptr_t gl_context = (intptr_t)glXGetCurrentContext();
intptr_t gl_display = (intptr_t)glXGetCurrentDisplay();
//#else
// #error This code works only for X11 systems for now
//#endif
int cl_res = this->clKit.initCL(gl_display, gl_context, gl_vbo, mesh_width, mesh_height, group_size);
EXIT_IF_FAIL(cl_res, cl_res==0);
this->clKit.resetVBO(); // Just for displaying a flat mesh at start
const char source[]=STRINGIFY(
/* This is OpenCL kernel code (Syntax like C but it's a different language) */
__kernel void water1(__global float4 *pos, unsigned int width, unsigned int height, float time) {
/* Getting current vertex indices (could be seen as a 2D array of float4) */
unsigned int nx = get_global_id(0);
unsigned int ny = get_global_id(1);
/* A float4 vector that hold the output vertex */
float4 out;
/* Calculate centered mesh coordinates [-1.0;1.0]² */
out.x = nx / (float) width * 2.0f - 1.0f;
out.y = ny / (float) height * 2.0f - 1.0f;
/* Set some constants (should be preprocessor macros...) */
float freq = 8.0f;
float speed = 1.0f;
float amp = 1.0f / 10.0f; /* 0.1f does NOT works for me ! WTF !!! */
/* Calculate some intermediate values */
float dist = hypot(out.x,out.y); /* =sqrt(out.x*out.x+out.y*out.y); */
/* Calculate the desirated value of the mesh point z=f(x,y,t) */
out.z = amp * sinpi( freq * dist + speed * time ) / dist ;
out.w = 1.0f; /* We always use normalized quaterinons here */
pos[ny*width+nx] = out; /* Write output vertex */
}
);
// TODO : change API, use only one string and split it at each blanks
//std::list<std::string> knames;
//knames.push_back("water1");
cl_res = this->clKit.compileKernels(/*knames,*/ source, sizeof(source)-1);
//knames.clear();
EXIT_IF_FAIL(6, cl_res==0);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// Projection setup is done at on_configure_event
// Camera setup (ie MODELVIEW matrix) is done at on_expose_event
glwindow->gl_end();
// *** OpenGL END ***
}
bool MyGTKGLSceneWidget::on_configure_event(GdkEventConfigure* event) {
CALL_TRACE ; // This one runs mainly when GTK GL Widget is resized
float h=this->get_height();
float w=this->get_width();
Glib::RefPtr<Gdk::GL::Window> glwindow = get_gl_window();
// *** OpenGL BEGIN ***
if (!glwindow->gl_begin(get_gl_context())) {
std::cerr << "Oops : glwindow->gl_begin(get_gl_context())" << std::endl;
return false;
}
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60.0, w/h, 0.1, 10.0);
glwindow->gl_end();
// *** OpenGL END ***
return true;
}
bool MyGTKGLSceneWidget::on_expose_event(GdkEventExpose* event) {
// CALL_TRACE ; // This one runs mainly when GTK GL Widget have to be redrawn
std::cout << "e" << std::flush;
Glib::RefPtr<Gdk::GL::Window> glwindow = get_gl_window();
// *** OpenCL BEGIN ***
if (this->need_recompute) {
this->need_recompute=false;
//std::cout << "execKernel(\"water1\", " << this->time << ");" << std::endl;
//TODO : Dynamic kernel usage ?
int res = this->clKit.execKernel("water1", this->time);
if ( res !=0 ) std::cerr << "execKernel() has returned " << res << std::endl;
//std::cout << " -> " << res << std::endl;
}
// *** OpenCL END ***
// *** OpenGL BEGIN ***
if (!glwindow->gl_begin(get_gl_context())) {
std::cerr << "Oops : glwindow->gl_begin(get_gl_context())" << std::endl;
return false;
}
//Camera position update
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0, 0.0, this->camera.tz * -1.0);
glRotatef(this->camera.rx, 1.0, 0.0, 0.0);
glRotatef(this->camera.ry, 0.0, 0.0, -1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Drawing all the stuff
//TODO : do this (and camera update) in configure event ?
float m_w=this->clKit.getMeshWidth();
float m_h=this->clKit.getMeshHeight();
//float s_w=this->get_width();
float s_h=this->get_height();
float t_z=this->camera.tz;
// Vertex alpha blending automatic tuning (if big density then high transparency)
// The comprehensible one
//float c1=(1024*1024)/(m_w*m_h); // coef 1 decreases with mesh point quantity
//float c2=(s_h*s_h)/(1024*1024); // coef 2 increases with viewport pixel quantity
//float c3=(2*2)/(t_z*t_z); // coef 3 decreases with mesh-camera distance
//float alpha=0.5*c1*c2*c3; // Combine it all
//if (alpha < 0.01f) alpha = 0.01f; // Prevent values outside acceptable range
//if (alpha > 1.0f) alpha = 1.0f;
//std::cout <<"c1="<<c1<<" c2="<<c2<<" c3="<<c3<<" alpha="<<alpha<<std::endl;
// The compacted one
float alpha=2.0f*(s_h*s_h)/(m_w*m_h)/(t_z*t_z);
if (alpha < 0.01f) alpha = 0.01f;
if (alpha > 1.0f) alpha = 1.0f;
glColor4f(0.40f,0.78f,0.97f,alpha); // XXX Blue is great but it's fixed here and shouldn't
glBindBuffer(GL_ARRAY_BUFFER, this->clKit.getGLVBO());
glVertexPointer(4, GL_FLOAT, 0, (GLvoid *) 0);
glEnableClientState(GL_VERTEX_ARRAY);
glDrawArrays(GL_POINTS, 0, this->clKit.getMeshItemCount());
glDisableClientState(GL_COLOR_ARRAY);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glwindow->gl_end();
// *** OpenGL END ***
glwindow->swap_buffers(); // Display the rendered image
return true;
}
// Update time (and flags) for continuous_play mode
void MyGTKGLSceneWidget::step() {
this->time += 0.01f;
this->need_recompute = true;
}
// Combine all kind of mouse event and redirect them to a unique method : do_mouse_logic()
bool MyGTKGLSceneWidget::on_motion_notify_event (GdkEventMotion *event) {
return do_mouse_logic(event->type, event->state, event->x, event->y);
}
bool MyGTKGLSceneWidget::on_button_press_event(GdkEventButton *event) {
return do_mouse_logic(event->type, event->state | 1<<(7+event->button) , event->x, event->y);
}
bool MyGTKGLSceneWidget::on_button_release_event(GdkEventButton *event) {
return do_mouse_logic(event->type, event->state, event->x, event->y);
}
bool MyGTKGLSceneWidget::on_scroll_event(GdkEventScroll *event) {
return do_mouse_logic(event->type, event->state | 1<<(7+event->direction) , event->x, event->y);
}
// Define helper macros to filter mouse events in do_mouse_logic()
#define ALL_KEYBOARD_MODIFIERS ( GDK_SHIFT_MASK | GDK_CONTROL_MASK \
| GDK_SUPER_MASK | GDK_HYPER_MASK | GDK_META_MASK )
#define MOUSE_CLIC(button, required_modifier_mask, allowed_extra_modifier_mask) if ( \
type == GDK_BUTTON_RELEASE \
&& ( state & button ) == button \
&& ( state & required_modifier_mask ) == required_modifier_mask \
&& ( ( state & ALL_KEYBOARD_MODIFIERS ) & ~( required_modifier_mask | allowed_extra_modifier_mask ) ) == 0 \
)
#define MOUSE_WHEEL(direction, required_modifier_mask, allowed_extra_modifier_mask) if ( \
type == GDK_SCROLL \
&& ( state & (1<<(7+direction)) ) == (1<<(7+direction)) \
&& ( state & required_modifier_mask ) == required_modifier_mask \
&& ( ( state & ALL_KEYBOARD_MODIFIERS ) & ~( required_modifier_mask | allowed_extra_modifier_mask ) ) == 0 \
)
#define MOUSE_DOUBLECLIC(state_mask) if ( \
type == GDK_BUTTON_RELEASE \
&& ( state & state_mask ) == state_mask \
&& prev_type == GDK_2BUTTON_PRESS \
)
#define MOUSE_DRAG_START(state_mask) if ( \
type == GDK_BUTTON_PRESS \
&& ( state & state_mask ) == state_mask \
)
#define MOUSE_DRAGING(state_mask) if ( \
( type == GDK_MOTION_NOTIFY ) \
&& ( state & state_mask ) == state_mask \
)
//FIXME find bug with multiple mouse button release
#define MOUSE_DRAG_END(state_mask) if ( \
type == GDK_BUTTON_RELEASE \
&& ( state & state_mask ) == state_mask \
)
bool MyGTKGLSceneWidget::do_mouse_logic(GdkEventType type, guint state, guint x, guint y) {
//CALL_TRACE ; // This one runs when a mouse event is catched by the GTK GL Widget
std::cout << "m" << std::flush;
/*
* type : the type of the event.
* Simple motion : GDK_MOTION_NOTIFY (3)
* Simple clic : GDK_BUTTON_PRESS then GDK_BUTTON_RELEASE (4 then 7)
* Double clic : GDK_BUTTON_PRESS, GDK_BUTTON_RELEASE, GDK_BUTTON_PRESS, GDK_2BUTTON_PRESS, GDK_BUTTON_RELEASE (4 7 4 5 7)
* Scroll : GDK_SCROLL (31)
*
* state : a bit-mask representing the state of the modifier keys and the pointer buttons.
* GDK_BUTTON1_MASK, ... , GDK_BUTTON5_MASK (mouse buttons)
* GDK_SCROLL_UP, GDK_SCROLL_DOWN, GDK_SCROLL_LEFT, GDK_SCROLL_RIGHT (mouse wheel scroll)
* GDK_SHIFT_MASK, GDK_LOCK_MASK, GDK_CONTROL_MASK (keyboard standard modifier keys)
* GDK_MOD1_MASK, ... (normally MOD1 it is the Alt key)
* GDK_SUPER_MASK, GDK_HYPER_MASK, GDK_META_MASK (extra keybord modifier keys)
*/
static GdkEventType prev_type = GDK_NOTHING; // Static variable to hold previous mouse button event
static guint drag_x=0, drag_y=0; // Static for DRAGING displacement calculus
bool recompute=false; // Setting it to true will call OpenCL on next redraw
bool redraw=false; // Setting it to true will queue a redraw to the widget (invalidate)
//XXX For event filter debug (display all events)
//std::cout << "event type " << type << " state " << state << " on (" << x << "," << y << ") " << std::endl;
/* *** BEGIN event filtering *** */
MOUSE_DRAG_START(GDK_BUTTON2_MASK) {
drag_x=x; drag_y=y;
}
// Carmera rotation
MOUSE_DRAGING(GDK_BUTTON2_MASK) {
float mouse_sensivity = 0.2f;
gint dx = drag_x - x; // Delta movement (since last event)
gint dy = drag_y - y; // Not unsigned !
this->camera.rx -= mouse_sensivity * dy; // Camera position update
this->camera.ry += mouse_sensivity * dx; // Yes dy for camera.rx, and -= operator :
// GTK mouse coords and OpenGL ones are not on the same coords system
drag_x = x; drag_y = y;
redraw=true;
}
// Camera zoom-in
MOUSE_WHEEL(GDK_SCROLL_UP, 0, 0) {
if (this->camera.tz - 0.5f >= 0.5f) {
this->camera.tz -= 0.5f;
//std::cout << "camera.tz == " << this->camera.tz << std::endl;
redraw=true;
}
}
// Camera zoom-out
MOUSE_WHEEL(GDK_SCROLL_DOWN, 0, 0) {
if (this->camera.tz + 0.5f <= 9.0f) {
this->camera.tz += 0.5f;
//std::cout << "camera.tz == " << this->camera.tz << std::endl;
redraw=true;
}
}
/*
MOUSE_CLIC(GDK_BUTTON1_MASK, 0, 0) {
//TODO
this->clKit.execKernel("water1", 0.0f);
redraw=true;
}*/
// Enabling continous_play mode
MOUSE_DRAG_START(GDK_BUTTON1_MASK) {
this->continuous_play=true;
// The trick to have a perpetual redraw : generate a draw event in the idle signal handler
Glib::signal_idle().connect( sigc::mem_fun(*this, &MyGTKGLSceneWidget::on_gtk_idle) );
}
// Disabling continous_play mode
MOUSE_DRAG_END(GDK_BUTTON1_MASK) {
this->continuous_play=false;
}
// Demo filters
MOUSE_CLIC(GDK_BUTTON1_MASK, GDK_SHIFT_MASK, GDK_CONTROL_MASK) {
std::cout << "Mouse 1 clic with shift or control-shift" << std::endl;
}
MOUSE_DOUBLECLIC(GDK_BUTTON3_MASK) {
std::cout << "Mouse 1 double clic" << std::endl;
}
/* *** END event filtering *** */
// Previous button event retention for double-clic filtering (used by the macros)
if ( type == GDK_BUTTON_PRESS || type == GDK_2BUTTON_PRESS || type == GDK_BUTTON_RELEASE ) {
prev_type=type;
}
if ( redraw ) { queue_draw(); std::cout << "q" << std::flush; }
if ( recompute ) { this->need_recompute=true; }
return true;
}
bool MyGTKGLSceneWidget::on_gtk_idle() {
//CALL_TRACE ; // This one runs when there is no more GTK event in the current iteration
// Note : This signal is not always connected.
// Connected by Glib::signal_idle().connect() call
// Disconnected automatically the first time it returns false
if ( ! continuous_play ) return false;
//TODO : compute and display FPS when in continuous_play mode
this->step();
this->queue_draw();
return true;
}
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