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opengl.c
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#ifdef GLXEXT
#include <GL/glx.h>
#endif
#ifdef __APPLE__
#include <OpenGL/gl.h>
#else
#include <GL/gl.h>
#endif
#include <SDL/SDL.h>
//#include <stdlib.h> // this is in theory needed for random(). why comment it out?
#include <math.h>
#include "demo.vsh.h"
#include "demo.fsh.h"
#include "data.h" // hint: this is what stdint.h is for -> C99
#undef WITH_GL_ERROR
#ifdef WITH_GL_ERROR
#include <stdio.h>
#define CHECK_GL() { \
GLenum err = glGetError(); \
while (err != GL_NO_ERROR) { \
fprintf(stderr, "glError: %s caught at %s:%u\n", (char *)gluErrorString(err), __FILE__, __LINE__); \
err = glGetError(); \
} \
}
#else
#define CHECK_GL()
#endif
#ifdef GLXEXT
PFNGLUNIFORM1FPROC glUniform1f;
PFNGLUNIFORM1IPROC glUniform1i;
PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation;
#endif
GLuint p;
GLuint tex;
SDL_AudioSpec sdlaudio;
inline void setTextures()
{
unsigned char data[512];
int i;
for (i=0; i<512; ++i) {
data[i] = (unsigned char)((random() / (float)RAND_MAX) * 255);
}
glGenTextures(1, &tex);
CHECK_GL();
glActiveTexture(GL_TEXTURE0);
CHECK_GL();
glBindTexture(GL_TEXTURE_1D, tex);
CHECK_GL();
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
CHECK_GL();
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
CHECK_GL();
glTexImage1D(GL_TEXTURE_1D, 0, GL_INTENSITY8UI_EXT, 512, 0, GL_LUMINANCE_INTEGER_EXT, GL_UNSIGNED_BYTE, data);
CHECK_GL();
}
static void setShaders()
{
GLuint v = glCreateShader(GL_VERTEX_SHADER);
CHECK_GL();
GLuint f = glCreateShader(GL_FRAGMENT_SHADER);
CHECK_GL();
glShaderSource(v, 1, &vertexShader, NULL);
CHECK_GL();
glShaderSource(f, 1, &fragmentShader, NULL);
CHECK_GL();
glCompileShader(v);
CHECK_GL();
glCompileShader(f);
CHECK_GL();
p = glCreateProgram();
CHECK_GL();
glAttachShader(p,v);
CHECK_GL();
glAttachShader(p,f);
CHECK_GL();
glLinkProgram(p);
CHECK_GL();
glUseProgram(p);
CHECK_GL();
}
float sval = 0;
long t = 0;
short notes[5] = {220, 262, 349, 262, 330};
int n = 0;
float lastton = 0.0;
void player_call(void *udata, int1u *stream, int4 len) {
float freq = notes[n];
float slope = freq / 44100.0;
int i;
for(i=0; i<len/2; ++i) {
sval = sval + slope;
if(sval > 2.0) sval -= 2.0;
float ton = (sval > 1.0) ? 32767.0 : -32767.0;
ton *= sinf(sval*5.0f); // FM for phatt sound!
float hull = sinf( (float)t / 44100.0 );
ton = 0.2 * ton + 0.8 * lastton; // Lowpass for less harsh sound
((int2*)stream)[i] = (short)(ton * hull);
t++;
if(t > 138544) { // PI * 44100
t=0;
n++;
if(n==5)
n = 0;
}
lastton = ton;
}
}
#ifdef __APPLE__
int main(int argc, char **argv)
#else
int main()
#endif
{
SDL_Init( SDL_INIT_VIDEO );
#ifdef GLXEXT
glUniform1f = (PFNGLUNIFORM1FPROC) glXGetProcAddress("glUniform1f");
glUniform1i = (PFNGLUNIFORM1IPROC) glXGetProcAddress("glUniform1i");
glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC) glXGetProcAddress("glGetUniformLocation");
#endif
SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );
//SDL_SetVideoMode( 1280, 720, 32, SDL_OPENGL | SDL_FULLSCREEN);
SDL_SetVideoMode( 1280, 720, 32, SDL_OPENGL);
SDL_ShowCursor(0);
sdlaudio.freq = 44100;
sdlaudio.format = AUDIO_S16; // 16 bit signed
sdlaudio.channels = 1;
sdlaudio.samples = 2048;
sdlaudio.callback = player_call;
sdlaudio.userdata = NULL;
SDL_OpenAudio(&sdlaudio, NULL);
SDL_PauseAudio(0);
setShaders();
setTextures();
GLint my_time = glGetUniformLocation(p, "t");
CHECK_GL();
GLint my_tex = glGetUniformLocation(p, "p");
CHECK_GL();
glUniform1i(my_tex, 0);
Uint32 ticks = 0;
int quit = 0;
while ((ticks < 1000*60) && (quit == 0))
{
SDL_Event event;
while( SDL_PollEvent(&event) )
{
switch(event.type)
{
case SDL_KEYDOWN:
case SDL_QUIT:
quit = 1;
default:
break;
}
}
ticks = SDL_GetTicks();
glUniform1f(my_time, ticks / 1000.0);
CHECK_GL();
glRecti(-1, -1, 1, 1);
CHECK_GL();
SDL_GL_SwapBuffers();
}
SDL_CloseAudio();
SDL_Quit();
}