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Cleaned up particles example.
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@ -44,6 +44,7 @@ examples/*.exe
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examples/boing
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examples/boing
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examples/gears
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examples/gears
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examples/heightmap
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examples/heightmap
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examples/particles
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examples/splitview
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examples/splitview
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examples/simple
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examples/simple
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examples/wave
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examples/wave
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@ -1,40 +1,27 @@
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//========================================================================
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//========================================================================
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// This is a simple, but cool particle engine (buzz-word meaning many
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// A simple particle engine with threaded physics
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// small objects that are treated as points and drawn as textures
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// Copyright (c) Marcus Geelnard
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// projected on simple geometry).
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// Copyright (c) Camilla Berglund <elmindreda@elmindreda.org>
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//
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//
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// This demonstration generates a colorful fountain-like animation. It
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// This software is provided 'as-is', without any express or implied
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// uses several advanced OpenGL teqhniques:
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// warranty. In no event will the authors be held liable for any damages
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// arising from the use of this software.
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//
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//
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// 1) Lighting (per vertex)
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// Permission is granted to anyone to use this software for any purpose,
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// 2) Alpha blending
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// including commercial applications, and to alter it and redistribute it
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// 3) Fog
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// freely, subject to the following restrictions:
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// 4) Texturing
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// 5) Display lists (for drawing the static environment geometry)
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// 6) Vertex arrays (for drawing the particles)
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// 7) GL_EXT_separate_specular_color is used (if available)
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//
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//
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// Even more so, this program uses multi threading. The program is
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// 1. The origin of this software must not be misrepresented; you must not
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// essentialy divided into a main rendering thread and a particle physics
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// claim that you wrote the original software. If you use this software
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// calculation thread. My benchmarks under Windows 2000 on a single
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// in a product, an acknowledgment in the product documentation would
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// processor system show that running this program as two threads instead
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// be appreciated but is not required.
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// of a single thread means no difference (there may be a very marginal
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// advantage for the multi threaded case). On dual processor systems I
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// have had reports of 5-25% of speed increase when running this program
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// as two threads instead of one thread.
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//
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//
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// The default behaviour of this program is to use two threads. To force
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// 2. Altered source versions must be plainly marked as such, and must not
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// a single thread to be used, use the command line switch -s.
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// be misrepresented as being the original software.
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//
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//
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// To run a fixed length benchmark (60 s), use the command line switch -b.
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// 3. This notice may not be removed or altered from any source
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// distribution.
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//
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//
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// Benchmark results (640x480x16, best of three tests):
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//
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// CPU GFX 1 thread 2 threads
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// Athlon XP 2700+ GeForce Ti4200 (oc) 757 FPS 759 FPS
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// P4 2.8 GHz (SMT) GeForce FX5600 548 FPS 550 FPS
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//
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// One more thing: Press 'w' during the demo to toggle wireframe mode.
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//========================================================================
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//========================================================================
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#include <stdlib.h>
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#include <stdlib.h>
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@ -60,10 +47,6 @@
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#define M_PI 3.141592654
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#define M_PI 3.141592654
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#endif
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#endif
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// Desired fullscreen resolution
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#define WIDTH 640
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#define HEIGHT 480
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//========================================================================
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//========================================================================
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// Type definitions
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// Type definitions
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@ -93,18 +76,12 @@ typedef struct
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// Program control global variables
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// Program control global variables
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//========================================================================
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//========================================================================
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// "Running" flag (true if program shall continue to run)
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int running;
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// Window dimensions
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// Window dimensions
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int width, height;
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float aspect_ratio;
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// "wireframe" flag (true if we use wireframe view)
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// "wireframe" flag (true if we use wireframe view)
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int wireframe;
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int wireframe;
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// "multithreading" flag (true if we use multithreading)
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int multithreading;
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// Thread synchronization
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// Thread synchronization
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struct {
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struct {
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double t; // Time (s)
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double t; // Time (s)
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@ -245,11 +222,11 @@ const GLfloat fog_color[4] = { 0.1f, 0.1f, 0.1f, 1.f };
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static void usage(void)
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static void usage(void)
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{
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{
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printf("Usage: particles [-hbs]\n");
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printf("Usage: particles [-bfhs]\n");
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printf("Options:\n");
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printf("Options:\n");
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printf(" -b Benchmark (run program for 60 seconds)\n");
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printf(" -f Run in full screen\n");
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printf(" -s Run program as single thread (default is to use two threads)\n");
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printf(" -h Display this help\n");
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printf(" -h Display this help\n");
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printf(" -s Run program as single thread (default is to use two threads)\n");
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printf("\n");
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printf("\n");
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printf("Program runtime controls:\n");
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printf("Program runtime controls:\n");
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printf(" W Toggle wireframe mode\n");
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printf(" W Toggle wireframe mode\n");
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@ -411,7 +388,7 @@ static void particle_engine(double t, float dt)
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// the L1 data cache on most CPUs)
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// the L1 data cache on most CPUs)
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#define PARTICLE_VERTS 4 // Number of vertices per particle
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#define PARTICLE_VERTS 4 // Number of vertices per particle
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static void draw_particles(double t, float dt)
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static void draw_particles(GLFWwindow* window, double t, float dt)
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{
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{
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int i, particle_count;
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int i, particle_count;
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Vertex vertex_array[BATCH_PARTICLES * PARTICLE_VERTS];
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Vertex vertex_array[BATCH_PARTICLES * PARTICLE_VERTS];
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@ -471,12 +448,10 @@ static void draw_particles(double t, float dt)
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// Most OpenGL cards / drivers are optimized for this format.
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// Most OpenGL cards / drivers are optimized for this format.
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glInterleavedArrays(GL_T2F_C4UB_V3F, 0, vertex_array);
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glInterleavedArrays(GL_T2F_C4UB_V3F, 0, vertex_array);
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// Is particle physics carried out in a separate thread?
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if (multithreading)
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{
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// Wait for particle physics thread to be done
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// Wait for particle physics thread to be done
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mtx_lock(&thread_sync.particles_lock);
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mtx_lock(&thread_sync.particles_lock);
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while (running && thread_sync.p_frame <= thread_sync.d_frame)
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while (!glfwWindowShouldClose(window) &&
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thread_sync.p_frame <= thread_sync.d_frame)
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{
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{
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struct timespec ts = { 0, 100000000 };
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struct timespec ts = { 0, 100000000 };
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cnd_timedwait(&thread_sync.p_done, &thread_sync.particles_lock, &ts);
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cnd_timedwait(&thread_sync.p_done, &thread_sync.particles_lock, &ts);
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@ -488,12 +463,6 @@ static void draw_particles(double t, float dt)
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// Update frame counter
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// Update frame counter
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thread_sync.d_frame++;
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thread_sync.d_frame++;
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}
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else
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{
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// Perform particle physics in this thread
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particle_engine(t, dt);
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}
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// Loop through all particles and build vertex arrays.
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// Loop through all particles and build vertex arrays.
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particle_count = 0;
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particle_count = 0;
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@ -577,13 +546,9 @@ static void draw_particles(double t, float dt)
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pptr++;
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pptr++;
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}
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}
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// We are done with the particle data: Unlock mutex and signal physics
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// We are done with the particle data
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// thread
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if (multithreading)
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{
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mtx_unlock(&thread_sync.particles_lock);
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mtx_unlock(&thread_sync.particles_lock);
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cnd_signal(&thread_sync.d_done);
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cnd_signal(&thread_sync.d_done);
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}
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// Draw final batch of particles (if any)
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// Draw final batch of particles (if any)
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glDrawArrays(GL_QUADS, 0, PARTICLE_VERTS * particle_count);
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glDrawArrays(GL_QUADS, 0, PARTICLE_VERTS * particle_count);
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@ -812,7 +777,7 @@ static void setup_lights(void)
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// Main rendering function
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// Main rendering function
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//========================================================================
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//========================================================================
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static void draw_scene(double t)
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static void draw_scene(GLFWwindow* window, double t)
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{
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{
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double xpos, ypos, zpos, angle_x, angle_y, angle_z;
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double xpos, ypos, zpos, angle_x, angle_y, angle_z;
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static double t_old = 0.0;
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static double t_old = 0.0;
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@ -822,14 +787,12 @@ static void draw_scene(double t)
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dt = (float) (t - t_old);
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dt = (float) (t - t_old);
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t_old = t;
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t_old = t;
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glViewport(0, 0, width, height);
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glClearColor(0.1f, 0.1f, 0.1f, 1.f);
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glClearColor(0.1f, 0.1f, 0.1f, 1.f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glMatrixMode(GL_PROJECTION);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glLoadIdentity();
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gluPerspective(65.0, (double) width / (double) height, 1.0, 60.0);
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gluPerspective(65.0, aspect_ratio, 1.0, 60.0);
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// Setup camera
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// Setup camera
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glMatrixMode(GL_MODELVIEW);
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glMatrixMode(GL_MODELVIEW);
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@ -875,7 +838,7 @@ static void draw_scene(double t)
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glDisable(GL_FOG);
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glDisable(GL_FOG);
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// Particles must be drawn after all solid objects have been drawn
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// Particles must be drawn after all solid objects have been drawn
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draw_particles(t, dt);
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draw_particles(window, t, dt);
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// Z-buffer not needed anymore
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// Z-buffer not needed anymore
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_DEPTH_TEST);
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@ -886,10 +849,10 @@ static void draw_scene(double t)
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// Window resize callback function
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// Window resize callback function
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//========================================================================
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//========================================================================
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static void resize_callback(GLFWwindow* window, int w, int h)
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static void resize_callback(GLFWwindow* window, int width, int height)
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{
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{
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width = w;
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glViewport(0, 0, width, height);
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height = h > 0 ? h : 1; // Prevent division by zero in aspect calc.
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aspect_ratio = height ? width / (float) height : 1.f;
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}
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}
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@ -904,7 +867,7 @@ static void key_callback(GLFWwindow* window, int key, int scancode, int action,
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switch (key)
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switch (key)
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{
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{
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case GLFW_KEY_ESCAPE:
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case GLFW_KEY_ESCAPE:
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running = 0;
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glfwSetWindowShouldClose(window, GL_TRUE);
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break;
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break;
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case GLFW_KEY_W:
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case GLFW_KEY_W:
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wireframe = !wireframe;
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wireframe = !wireframe;
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@ -924,18 +887,21 @@ static void key_callback(GLFWwindow* window, int key, int scancode, int action,
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static int physics_thread_main(void* arg)
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static int physics_thread_main(void* arg)
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{
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{
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GLFWwindow* window = arg;
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for (;;)
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for (;;)
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{
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{
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mtx_lock(&thread_sync.particles_lock);
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mtx_lock(&thread_sync.particles_lock);
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// Wait for particle drawing to be done
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// Wait for particle drawing to be done
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while (running && thread_sync.p_frame > thread_sync.d_frame)
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while (!glfwWindowShouldClose(window) &&
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thread_sync.p_frame > thread_sync.d_frame)
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{
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{
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struct timespec ts = { 0, 100000000 };
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struct timespec ts = { 0, 100000000 };
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cnd_timedwait(&thread_sync.d_done, &thread_sync.particles_lock, &ts);
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cnd_timedwait(&thread_sync.d_done, &thread_sync.particles_lock, &ts);
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}
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}
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if (!running)
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if (glfwWindowShouldClose(window))
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break;
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break;
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// Update particles
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// Update particles
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@ -959,30 +925,10 @@ static int physics_thread_main(void* arg)
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int main(int argc, char** argv)
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int main(int argc, char** argv)
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{
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{
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int i, ch, frames, benchmark;
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int ch, width, height;
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double t0, t;
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thrd_t physics_thread = 0;
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thrd_t physics_thread = 0;
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GLFWwindow* window;
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GLFWwindow* window;
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GLFWmonitor* monitor = NULL;
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// Use multithreading by default, but don't benchmark
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multithreading = 1;
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benchmark = 0;
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while ((ch = getopt(argc, argv, "bhs")) != -1)
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{
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switch (ch)
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{
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case 'b':
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benchmark = 1;
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break;
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case 'h':
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usage();
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exit(EXIT_SUCCESS);
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case 's':
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multithreading = 0;
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break;
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}
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}
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if (!glfwInit())
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if (!glfwInit())
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{
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{
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@ -990,23 +936,58 @@ int main(int argc, char** argv)
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exit(EXIT_FAILURE);
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exit(EXIT_FAILURE);
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}
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}
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window = glfwCreateWindow(WIDTH, HEIGHT, "Particle Engine",
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while ((ch = getopt(argc, argv, "fhs")) != -1)
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glfwGetPrimaryMonitor(), NULL);
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{
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switch (ch)
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{
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case 'f':
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monitor = glfwGetPrimaryMonitor();
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break;
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case 'h':
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usage();
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exit(EXIT_SUCCESS);
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}
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}
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if (monitor)
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{
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const GLFWvidmode* mode = glfwGetVideoMode(monitor);
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glfwWindowHint(GLFW_RED_BITS, mode->redBits);
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glfwWindowHint(GLFW_GREEN_BITS, mode->greenBits);
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glfwWindowHint(GLFW_BLUE_BITS, mode->blueBits);
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glfwWindowHint(GLFW_REFRESH_RATE, mode->refreshRate);
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width = mode->width;
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height = mode->height;
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}
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else
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{
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width = 640;
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height = 480;
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}
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window = glfwCreateWindow(width, height, "Particle Engine", monitor, NULL);
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if (!window)
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if (!window)
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{
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{
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fprintf(stderr, "Failed to open GLFW window\n");
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fprintf(stderr, "Failed to create GLFW window\n");
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glfwTerminate();
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glfwTerminate();
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exit(EXIT_FAILURE);
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exit(EXIT_FAILURE);
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}
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}
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if (monitor)
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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glfwMakeContextCurrent(window);
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glfwMakeContextCurrent(window);
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glfwSwapInterval(0);
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glfwSwapInterval(1);
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glfwSetWindowSizeCallback(window, resize_callback);
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glfwSetWindowSizeCallback(window, resize_callback);
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glfwSetKeyCallback(window, key_callback);
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glfwSetKeyCallback(window, key_callback);
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// Set initial aspect ratio
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glfwGetWindowSize(window, &width, &height);
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resize_callback(window, width, height);
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// Upload particle texture
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// Upload particle texture
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glGenTextures(1, &particle_tex_id);
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glGenTextures(1, &particle_tex_id);
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glBindTexture(GL_TEXTURE_2D, particle_tex_id);
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glBindTexture(GL_TEXTURE_2D, particle_tex_id);
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@ -1039,65 +1020,34 @@ int main(int argc, char** argv)
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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wireframe = 0;
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wireframe = 0;
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// Clear particle system
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for (i = 0; i < MAX_PARTICLES; i++)
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particles[i].active = 0;
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min_age = 0.f;
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running = 1;
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// Set initial times
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// Set initial times
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thread_sync.t = 0.0;
|
thread_sync.t = 0.0;
|
||||||
thread_sync.dt = 0.001f;
|
thread_sync.dt = 0.001f;
|
||||||
|
|
||||||
if (multithreading)
|
|
||||||
{
|
|
||||||
thread_sync.p_frame = 0;
|
thread_sync.p_frame = 0;
|
||||||
thread_sync.d_frame = 0;
|
thread_sync.d_frame = 0;
|
||||||
|
|
||||||
mtx_init(&thread_sync.particles_lock, mtx_timed);
|
mtx_init(&thread_sync.particles_lock, mtx_timed);
|
||||||
cnd_init(&thread_sync.p_done);
|
cnd_init(&thread_sync.p_done);
|
||||||
cnd_init(&thread_sync.d_done);
|
cnd_init(&thread_sync.d_done);
|
||||||
|
|
||||||
if (thrd_create(&physics_thread, physics_thread_main, NULL) != thrd_success)
|
if (thrd_create(&physics_thread, physics_thread_main, window) != thrd_success)
|
||||||
{
|
{
|
||||||
glfwTerminate();
|
glfwTerminate();
|
||||||
exit(EXIT_FAILURE);
|
exit(EXIT_FAILURE);
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
t0 = glfwGetTime();
|
glfwSetTime(0.0);
|
||||||
frames = 0;
|
|
||||||
|
|
||||||
while (running)
|
while (!glfwWindowShouldClose(window))
|
||||||
{
|
{
|
||||||
// Get frame time
|
draw_scene(window, glfwGetTime());
|
||||||
t = glfwGetTime() - t0;
|
|
||||||
|
|
||||||
draw_scene(t);
|
|
||||||
|
|
||||||
glfwSwapBuffers(window);
|
glfwSwapBuffers(window);
|
||||||
glfwPollEvents();
|
glfwPollEvents();
|
||||||
|
|
||||||
running = running && !glfwWindowShouldClose(window);
|
|
||||||
|
|
||||||
frames++;
|
|
||||||
|
|
||||||
// End of benchmark?
|
|
||||||
if (benchmark && t >= 60.0)
|
|
||||||
running = 0;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
t = glfwGetTime() - t0;
|
|
||||||
|
|
||||||
// Wait for particle physics thread to die
|
|
||||||
if (multithreading)
|
|
||||||
thrd_join(physics_thread, NULL);
|
thrd_join(physics_thread, NULL);
|
||||||
|
|
||||||
// Display profiling information
|
|
||||||
printf("%d frames in %.2f seconds = %.1f FPS", frames, t, (double) frames / t);
|
|
||||||
printf(" (multithreading %s)\n", multithreading ? "on" : "off");
|
|
||||||
|
|
||||||
glfwDestroyWindow(window);
|
glfwDestroyWindow(window);
|
||||||
glfwTerminate();
|
glfwTerminate();
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user