/* * Copyright © 2020 Google, Inc. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sub license, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice (including the * next paragraph) shall be included in all copies or substantial portions * of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER * DEALINGS IN THE SOFTWARE. */ #define _GNU_SOURCE #include #include #include #include #include #include #include #include #include #include #include #include "common.h" #include "esUtil.h" static struct { struct egl egl; const struct gbm *gbm; /* Shadertoy rendering (to FBO): */ GLuint stoy_program; GLuint stoy_fbo, stoy_fbotex; GLint stoy_time_loc; GLuint stoy_vbo; /* Cube rendering (textures from FBO): */ GLfloat aspect; GLuint program; /* uniform handles: */ GLint modelviewmatrix, modelviewprojectionmatrix, normalmatrix; GLint texture; GLuint vbo; GLuint positionsoffset, texcoordsoffset, normalsoffset; GLuint tex[2]; } gl; static const GLfloat vVertices[] = { // front -1.0f, -1.0f, +1.0f, +1.0f, -1.0f, +1.0f, -1.0f, +1.0f, +1.0f, +1.0f, +1.0f, +1.0f, // back +1.0f, -1.0f, -1.0f, -1.0f, -1.0f, -1.0f, +1.0f, +1.0f, -1.0f, -1.0f, +1.0f, -1.0f, // right +1.0f, -1.0f, +1.0f, +1.0f, -1.0f, -1.0f, +1.0f, +1.0f, +1.0f, +1.0f, +1.0f, -1.0f, // left -1.0f, -1.0f, -1.0f, -1.0f, -1.0f, +1.0f, -1.0f, +1.0f, -1.0f, -1.0f, +1.0f, +1.0f, // top -1.0f, +1.0f, +1.0f, +1.0f, +1.0f, +1.0f, -1.0f, +1.0f, -1.0f, +1.0f, +1.0f, -1.0f, // bottom -1.0f, -1.0f, -1.0f, +1.0f, -1.0f, -1.0f, -1.0f, -1.0f, +1.0f, +1.0f, -1.0f, +1.0f, }; static const GLfloat vTexCoords[] = { //front 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, //back 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, //right 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, //left 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, //top 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, //bottom 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, }; static const GLfloat vNormals[] = { // front +0.0f, +0.0f, +1.0f, // forward +0.0f, +0.0f, +1.0f, // forward +0.0f, +0.0f, +1.0f, // forward +0.0f, +0.0f, +1.0f, // forward // back +0.0f, +0.0f, -1.0f, // backward +0.0f, +0.0f, -1.0f, // backward +0.0f, +0.0f, -1.0f, // backward +0.0f, +0.0f, -1.0f, // backward // right +1.0f, +0.0f, +0.0f, // right +1.0f, +0.0f, +0.0f, // right +1.0f, +0.0f, +0.0f, // right +1.0f, +0.0f, +0.0f, // right // left -1.0f, +0.0f, +0.0f, // left -1.0f, +0.0f, +0.0f, // left -1.0f, +0.0f, +0.0f, // left -1.0f, +0.0f, +0.0f, // left // top +0.0f, +1.0f, +0.0f, // up +0.0f, +1.0f, +0.0f, // up +0.0f, +1.0f, +0.0f, // up +0.0f, +1.0f, +0.0f, // up // bottom +0.0f, -1.0f, +0.0f, // down +0.0f, -1.0f, +0.0f, // down +0.0f, -1.0f, +0.0f, // down +0.0f, -1.0f, +0.0f // down }; static const char *cube_vs = "uniform mat4 modelviewMatrix; \n" "uniform mat4 modelviewprojectionMatrix;\n" "uniform mat3 normalMatrix; \n" " \n" "attribute vec4 in_position; \n" "attribute vec3 in_normal; \n" "attribute vec2 in_TexCoord; \n" " \n" "vec4 lightSource = vec4(2.0, 2.0, 20.0, 0.0);\n" " \n" "varying vec4 vVaryingColor; \n" "varying vec2 vTexCoord; \n" " \n" "void main() \n" "{ \n" " gl_Position = modelviewprojectionMatrix * in_position;\n" " vec3 vEyeNormal = normalMatrix * in_normal;\n" " vec4 vPosition4 = modelviewMatrix * in_position;\n" " vec3 vPosition3 = vPosition4.xyz / vPosition4.w;\n" " vec3 vLightDir = normalize(lightSource.xyz - vPosition3);\n" " float diff = max(0.0, dot(vEyeNormal, vLightDir));\n" " vVaryingColor = vec4(diff * vec3(1.0, 1.0, 1.0), 1.0);\n" " vTexCoord = in_TexCoord; \n" "} \n"; static const char *cube_fs = "precision mediump float; \n" " \n" "uniform sampler2D uTex; \n" " \n" "varying vec4 vVaryingColor; \n" "varying vec2 vTexCoord; \n" " \n" "void main() \n" "{ \n" " gl_FragColor = vVaryingColor * texture2D(uTex, vTexCoord);\n" "} \n"; static const char *shadertoy_vs = "attribute vec3 position; \n" "void main() \n" "{ \n" " gl_Position = vec4(position, 1.0);\n" "} \n"; static const char *shadertoy_fs_tmpl = "precision mediump float; \n" "uniform vec3 iResolution; // viewport resolution (in pixels) \n" "uniform float iGlobalTime; // shader playback time (in seconds) \n" "uniform vec4 iMouse; // mouse pixel coords \n" "uniform vec4 iDate; // (year, month, day, time in seconds) \n" "uniform float iSampleRate; // sound sample rate (i.e., 44100) \n" "uniform vec3 iChannelResolution[4]; // channel resolution (in pixels) \n" "uniform float iChannelTime[4]; // channel playback time (in sec) \n" "uniform float iTime; \n" " \n" "%s \n" " \n" "void main() \n" "{ \n" " mainImage(gl_FragColor, gl_FragCoord.xy); \n" "} \n"; static const uint32_t texw = 512, texh = 512; static int load_shader(const char *file) { struct stat statbuf; char *frag; int fd, ret; /* load src file: */ fd = open(file, 0); if (fd < 0) { err(fd, "could not open '%s'", file); } ret = fstat(fd, &statbuf); if (ret < 0) { err(ret, "could not stat '%s'", file); } const char *text = mmap(NULL, statbuf.st_size, PROT_READ, MAP_PRIVATE, fd, 0); asprintf(&frag, shadertoy_fs_tmpl, text); return create_program(shadertoy_vs, frag); } static int init_shadertoy(const char *file) { int ret = load_shader(file); gl.stoy_program = ret; glBindAttribLocation(gl.program, 0, "position"); ret = link_program(gl.stoy_program); glUseProgram(gl.stoy_program); gl.stoy_time_loc = glGetUniformLocation(gl.stoy_program, "iTime"); /* we can set iResolution a single time, it doesn't change: */ GLint resolution_location = glGetUniformLocation(gl.stoy_program, "iResolution"); glUniform3f(resolution_location, texw, texh, 0); glGenFramebuffers(1, &gl.stoy_fbo); glGenTextures(1, &gl.stoy_fbotex); glBindFramebuffer(GL_FRAMEBUFFER, gl.stoy_fbo); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, gl.stoy_fbotex); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, texw, texh, 0, GL_RGB, GL_UNSIGNED_BYTE, 0); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, gl.stoy_fbotex, 0); const GLfloat vertices[] = { -1.0f, -1.0f, 0.0f, 1.0f, -1.0f, 0.0f, -1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, }; glGenBuffers(1, &gl.stoy_vbo); glBindBuffer(GL_ARRAY_BUFFER, gl.stoy_vbo); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), 0, GL_STATIC_DRAW); glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), &vertices[0]); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (const GLvoid *)(intptr_t)0); return 0; } static void draw_shadertoy(unsigned i) { GLenum mrt_bufs[] = {GL_COLOR_ATTACHMENT0}; glBindFramebuffer(GL_FRAMEBUFFER, gl.stoy_fbo); glViewport(0, 0, texw, texh); glUseProgram(gl.stoy_program); glUniform1f(gl.stoy_time_loc, (float)i / 60.0f); glBindBuffer(GL_ARRAY_BUFFER, gl.stoy_vbo); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (const GLvoid *)(intptr_t)0); glEnableVertexAttribArray(0); glDrawBuffers(1, mrt_bufs); start_perfcntrs(); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); end_perfcntrs(); glDisableVertexAttribArray(0); /* switch back to back buffer: */ glBindFramebuffer(GL_FRAMEBUFFER, 0); } static void draw_cube_shadertoy(unsigned i) { ESMatrix modelview; draw_shadertoy(i); glViewport(0, 0, gl.gbm->width, gl.gbm->height); glEnable(GL_CULL_FACE); /* clear the color buffer */ glClearColor(0.5, 0.5, 0.5, 1.0); glClear(GL_COLOR_BUFFER_BIT); glUseProgram(gl.program); esMatrixLoadIdentity(&modelview); esTranslate(&modelview, 0.0f, 0.0f, -8.0f); esRotate(&modelview, 45.0f + (0.25f * i), 1.0f, 0.0f, 0.0f); esRotate(&modelview, 45.0f - (0.5f * i), 0.0f, 1.0f, 0.0f); esRotate(&modelview, 10.0f + (0.15f * i), 0.0f, 0.0f, 1.0f); ESMatrix projection; esMatrixLoadIdentity(&projection); esFrustum(&projection, -2.8f, +2.8f, -2.8f * gl.aspect, +2.8f * gl.aspect, 6.0f, 10.0f); ESMatrix modelviewprojection; esMatrixLoadIdentity(&modelviewprojection); esMatrixMultiply(&modelviewprojection, &modelview, &projection); float normal[9]; normal[0] = modelview.m[0][0]; normal[1] = modelview.m[0][1]; normal[2] = modelview.m[0][2]; normal[3] = modelview.m[1][0]; normal[4] = modelview.m[1][1]; normal[5] = modelview.m[1][2]; normal[6] = modelview.m[2][0]; normal[7] = modelview.m[2][1]; normal[8] = modelview.m[2][2]; glUniformMatrix4fv(gl.modelviewmatrix, 1, GL_FALSE, &modelview.m[0][0]); glUniformMatrix4fv(gl.modelviewprojectionmatrix, 1, GL_FALSE, &modelviewprojection.m[0][0]); glUniformMatrix3fv(gl.normalmatrix, 1, GL_FALSE, normal); glBindBuffer(GL_ARRAY_BUFFER, gl.vbo); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (const GLvoid *)(intptr_t)gl.positionsoffset); glEnableVertexAttribArray(0); glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, (const GLvoid *)(intptr_t)gl.normalsoffset); glEnableVertexAttribArray(1); glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid *)(intptr_t)gl.texcoordsoffset); glEnableVertexAttribArray(2); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, gl.stoy_fbotex); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_REPEAT); glUniform1i(gl.texture, 0); /* '0' refers to texture unit 0. */ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDrawArrays(GL_TRIANGLE_STRIP, 4, 4); glDrawArrays(GL_TRIANGLE_STRIP, 8, 4); glDrawArrays(GL_TRIANGLE_STRIP, 12, 4); glDrawArrays(GL_TRIANGLE_STRIP, 16, 4); glDrawArrays(GL_TRIANGLE_STRIP, 20, 4); glDisableVertexAttribArray(0); glDisableVertexAttribArray(1); glDisableVertexAttribArray(2); } const struct egl * init_cube_shadertoy(const struct gbm *gbm, const char *file, int samples) { int ret; ret = init_egl(&gl.egl, gbm, samples); if (ret) return NULL; gl.aspect = (GLfloat)(gbm->height) / (GLfloat)(gbm->width); gl.gbm = gbm; ret = create_program(cube_vs, cube_fs); if (ret < 0) return NULL; gl.program = ret; glBindAttribLocation(gl.program, 0, "in_position"); glBindAttribLocation(gl.program, 1, "in_normal"); glBindAttribLocation(gl.program, 2, "in_color"); ret = link_program(gl.program); if (ret) return NULL; glUseProgram(gl.program); gl.modelviewmatrix = glGetUniformLocation(gl.program, "modelviewMatrix"); gl.modelviewprojectionmatrix = glGetUniformLocation(gl.program, "modelviewprojectionMatrix"); gl.normalmatrix = glGetUniformLocation(gl.program, "normalMatrix"); gl.texture = glGetUniformLocation(gl.program, "uTex"); glViewport(0, 0, gbm->width, gbm->height); glEnable(GL_CULL_FACE); gl.positionsoffset = 0; gl.texcoordsoffset = sizeof(vVertices); gl.normalsoffset = sizeof(vVertices) + sizeof(vTexCoords); glGenBuffers(1, &gl.vbo); glBindBuffer(GL_ARRAY_BUFFER, gl.vbo); glBufferData(GL_ARRAY_BUFFER, sizeof(vVertices) + sizeof(vTexCoords) + sizeof(vNormals), 0, GL_STATIC_DRAW); glBufferSubData(GL_ARRAY_BUFFER, gl.positionsoffset, sizeof(vVertices), &vVertices[0]); glBufferSubData(GL_ARRAY_BUFFER, gl.texcoordsoffset, sizeof(vTexCoords), &vTexCoords[0]); glBufferSubData(GL_ARRAY_BUFFER, gl.normalsoffset, sizeof(vNormals), &vNormals[0]); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (const GLvoid *)(intptr_t)gl.positionsoffset); glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, (const GLvoid *)(intptr_t)gl.normalsoffset); glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid *)(intptr_t)gl.texcoordsoffset); ret = init_shadertoy(file); if (ret) { printf("failed to initialize\n"); return NULL; } gl.egl.draw = draw_cube_shadertoy; return &gl.egl; }