/// LSU EE 7700-2 (Sp 08), Graphics Processors
//
/// Homework 5
/// Name:
// $Id:$
/// Instructions
// If necessary, follow the class account setup instructions linked
// to the class procedures page,
// http://www.ece.lsu.edu/koppel/gp/proc.html
// For instructions on how to check out edit, compile, and debug, see
// the "Programming Homework Work Flow" entry on the procedures page,
// http://www.ece.lsu.edu/koppel/gp/proc.html.
//
// For those instructions you need to know that:
//
// This assignment is at SVN URI https://svn.ece.lsu.edu/svn/gp/hw/2008/hw5
//
// The assignment instructions are in file hw5.cc. (This file.)
// For the solutions to the problems below edit this file and
// hw5_shader.cc, even if it makes more sense to edit others.
/// References:
// OpenGL:
// http://www.ece.lsu.edu/koppel/gp/refs/glspec21.pdf
// OpenGL Shading Language:
// http://www.ece.lsu.edu/koppel/gp/refs/GLSLangSpec.Full.1.20.8.pdf
// This code uses a pShader class for initializing and using
// programmable shaders. This class can be used for your own shaders,
// or you can use the OpenGL calls directly. See shader.h for the
// pShader class (to figure out how to use it) and for examples look
// at the code in cube4.cc, search for vs_bump. (Cube 4 is in
// https://svn.ece.lsu.edu/svn/gp/play/)
/// Problem 0
// Fill in your name in the comment above.
// To fully complete this assignment one needs a GPU with a programmable
// shader and the necessary build environment support. At the present
// time the ECE lab computers provide the build environment (so that you
// can compile your code) but the GPUs are not programmable and so there
// is no way to test your code there. If no suitable computers can be
// located do your best with the assignment, making sure it compiles.
// To see if a computer is suitable build the assignment (no need to make
// changes) and run it. On the window there should be a line that starts:
// "PROGRAMMABLE GPU API:". If there is a "yes" after API and "okay"
// after GPU CODE then the system is suitable.
/// Problem 1
// The code in this file displays an undulating tube, similar to the
// one used in Homework 3. For each frame the code needs to compute
// the position of each vertex, a time-consuming task. Re-write the
// code so that it uses the GPU (running a vertex shader) to compute
// vertex positions. The goal is to reduce both the computation load
// on the CPU and the per-frame data transfer between the CPU and GPU.
// The code is already set up with a user-interface to switch between CPU
// and GPU computation (by pressing "a"), make sure it continues to work.
// The code is already written so that the CPU code can switch vertex
// buffering methods: sending data one vertex at a time or by using a
// client array. The user interface also supports switching the GPU
// code vertex buffering methods between vertex-at-a-time, a client
// array, or a buffer object. Write your code so this works as
// expected.
// The code already uses a programmable shader for lighting, that shader
// code is in hw5_shader.cc. Add your shader code to that file. Note that
// your added code should just be used for the tube. The lonely triangle
// will continue to use "vs_lighting" and the light location marker (the
// tetrahedron) will continue to use fixed functionality.
// Some User Interface Commands
//
// v: Vertex Buffering
// Change the way vertices are passed to OpenGL.
// See uses of opt_v_buffering_cpu, opt_v_buffering_gpu
// Note: The "Buffer Object" (2) setting won't work on some GPUs.
//
// a: GPU/CPU toggle.
// Toggles the use of the GPU for computing vertex positions.
// Initially turning this on will make the tube disappear,
// but in the completed assignment it should work correctly.
/// Solution Checklist
// [ ] Use GPU code to compute vertex locations.
// [ ] Honor the UI settings for vertex buffering (opt_v_buffering_gpu).
// [ ] CPU time and CPU/GPU bandwidth should be moderately reduced when
// not using buffer objects.
// [ ] CPU time and CPU/GPU bandwidth should be greatly reduced when using
// buffer objects.
// [ ] Do not be concerned about minimizing GPU computation (for this problem).
/// Solution Hints
// The code in the inner loop is simpler than it looks. The same
// shader routine should handle the three different vertices that
// the inner loop body writes without any if statements.
// Think about what data should be passed to the shader routine per
// vertex, and what data should be passed per frame. If possible,
// make the per-vertex data identical from frame to frame so that
// it can be kept in a buffer object.
// To ease in slowly, make a copy of vs_main_lighting and try
// passing vs_ff_vertex or vs_lighting slightly changed parameters.
// This will verify that the code is indeed running on the GPU.
#include <stdio.h>
#include <strings.h>
#include <stdlib.h>
#include <deque>
#define GL_GLEXT_PROTOTYPES
#define GLX_GLXEXT_PROTOTYPES
#include <GL/gl.h>
#include <GL/glext.h>
#include <GL/glx.h>
#include <GL/glxext.h>
#include <GL/glu.h>
#include <GL/freeglut.h>
#include "util.h"
#include "coord.h"
#include "shader.h"
// Display a tetrahedron, used to indicate light position.
//
void
insert_tetrahedron(pCoor& loc, float size)
{
pCoor v0(loc.x,loc.y,loc.z);
pCoor v1(loc.x,loc.y-size,loc.z+size);
pCoor v2(loc.x-.866*size,loc.y-size,loc.z-0.5*size);
pCoor v3(loc.x+.866*size,loc.y-size,loc.z-0.5*size);
static pColor c1(0xffffff);
static pColor c2(0xff00);
glDisable(GL_LIGHTING);
#define TRI(va,vb,vc) \
{ \
pVect n = cross(va,vb,vc); \
glNormal3fv(n); \
glColor3fv(c1); glVertex3fv(va); \
glColor3fv(c2); glVertex3fv(vb); \
glVertex3fv(vc); \
}
glBegin(GL_TRIANGLES);
TRI(v0,v1,v2); TRI(v0,v2,v3); TRI(v0,v3,v1);
glEnd();
# undef TRI
glEnable(GL_LIGHTING);
}
// Class for re-using sine and cosine values.
//
class MTrig {
public:
MTrig():size(0),storage(NULL){}
void init(int sizep){
size = sizep;
if ( storage ) delete storage;
storage = new float[size];
idx = 0;
full = false;
}
float sin(float theta){ return trig(theta,::sin); }
float cos(float theta){ return trig(theta,::cos); }
private:
float trig(float theta,double (*func)(double))
{
if ( !full ) { storage[idx] = func(theta); full = idx == size - 1; }
if ( idx == size ) idx = 0;
return storage[idx++];
}
int size;
float* storage;
int idx;
bool full;
};
//
/// Tube Object
//
class Tube {
public:
Tube(pOpenGL_Helper &fb):ogl_helper(fb){ init(); }
static void render_w(void *moi){ ((Tube*)moi)->render(); }
void init();
void render();
private:
pOpenGL_Helper &ogl_helper;
pVariable_Control variable_control;
pFrame_Timer frame_timer;
pShader *vs_fixed; // Fixed functionality.
pShader *vs_lighting; // Lighting tweak.
pVect to_eye_vector;
float r0;
float x_shift;
float pattern_pitch_z;
float opt_pattern_levels;
float opt_pattern_width;
float opt_light_intensity;
int opt_v_buffering_cpu;
int opt_v_buffering_gpu;
pCoor opt_light_location;
double time_app_start;
pCoor* coor_buffer;
pVect* norm_buffer;
int num_coor_alloc;
MTrig tarray;
bool opt_gpu;
};
void
Tube::init()
{
time_app_start = time_wall_fp();
// Tell frame timer that work unit is "MB/s" and how should be scaled.
//
frame_timer.work_unit_set("MB/s",1e-6);
r0 = 2; // Tube radius.
x_shift = 0.4; // Tube x offset.
pattern_pitch_z = 0.25; // Triangle size (z axis).
opt_pattern_levels = 50; // Tube depth (z direction.)
opt_pattern_width = 200; // Number of triangles along circumference.
opt_light_intensity = 2;
opt_v_buffering_cpu = 0;
opt_v_buffering_gpu = 0;
opt_light_location.set(( r0 - 0.1 ), 0, -3 );
to_eye_vector.set(-1,-0.5,-3);
// Arrange that variables below can be modified from the keyboard.
//
variable_control.insert(opt_light_intensity,"Light Intensity");
variable_control.insert(opt_pattern_levels,"Pattern Levels");
variable_control.insert(to_eye_vector.x,"Viewer X");
coor_buffer = NULL;
norm_buffer = NULL;
num_coor_alloc = 0;
glEnable(GL_NORMALIZE);
// Declared like a programmable shader, but used for fixed-functionality.
vs_fixed = new pShader();
vs_lighting = new pShader("hw5_shader.cc","vs_main_lighting();");
opt_gpu = false;
}
void
Tube::render()
{
frame_timer.frame_start();
///
/// Reset Frame and Z Buffers
///
glClearColor(0,0,0.0,0.5);
glClearDepth(1.0);
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
// Have frame timer provide timing information for top of image.
//
ogl_helper.fbprintf("%s\n",frame_timer.frame_rate_text_get());
///
/// Transformation Matrices Setup
///
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(to_eye_vector.x,to_eye_vector.y,to_eye_vector.z);
const int win_width = ogl_helper.get_width();
const int win_height = ogl_helper.get_height();
const float aspect = float(win_width) / win_height;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-0.8,+0.8,-0.8/aspect,0.8/aspect,1,5000);
glViewport(0, 0, win_width, win_height);
pError_Check();
///
/// Light Location and Lighting Options
///
// Adjust options based on user input.
//
switch ( ogl_helper.keyboard_key ) {
case FB_KEY_LEFT: opt_light_location.x -= 0.1; break;
case FB_KEY_RIGHT: opt_light_location.x += 0.1; break;
case FB_KEY_UP: opt_light_location.y += 0.1; break;
case FB_KEY_DOWN: opt_light_location.y -= 0.1; break;
case FB_KEY_PAGE_DOWN: opt_light_location.z += 0.2; break;
case FB_KEY_PAGE_UP: opt_light_location.z -= 0.2; break;
case 'a': case 'A': opt_gpu = !opt_gpu; break;
case 9: variable_control.switch_var_right(); break;
case '-':case '_': variable_control.adjust_lower(); break;
case '+':case '=': variable_control.adjust_higher(); break;
case 'v': case 'V':
if ( opt_gpu )
{
opt_v_buffering_gpu++;
if ( opt_v_buffering_gpu == 3 ) opt_v_buffering_gpu = 0;
}
else
{
opt_v_buffering_cpu++;
if ( opt_v_buffering_cpu == 2 ) opt_v_buffering_cpu = 0;
}
break;
default: break;
}
glLightfv(GL_LIGHT0, GL_POSITION, opt_light_location);
const float light_intensity[4] =
{opt_light_intensity, opt_light_intensity, opt_light_intensity, 1.0};
const float light_off[4] = {0,0,0,0};
const float light_dim[4] = {0.1,0.1,0.1,1};
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, &light_dim[0]);
glLightfv(GL_LIGHT0, GL_DIFFUSE, &light_intensity[0]);
glLightfv(GL_LIGHT0, GL_AMBIENT, &light_off[0]);
glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, 0);
glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, 1);
glLightf(GL_LIGHT0, GL_QUADRATIC_ATTENUATION, 0.25);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHTING);
glColorMaterial(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE);
glEnable(GL_COLOR_MATERIAL);
const char* const v_buffering_str[] =
{ "individual", "client array", "buffer object" };
ogl_helper.fbprintf
("VERTEX BUFFERING: CPU %s GPU %s (v TO CHANGE)\n",
v_buffering_str[opt_v_buffering_cpu],
v_buffering_str[opt_v_buffering_gpu]);
ogl_helper.fbprintf
("GPU TUBE COMPUTATION: %s (A TO CHANGE)\n", opt_gpu ? "gpu" : "cpu");
ogl_helper.fbprintf
("PROGRAMMABLE GPU API: %s GPU CODE: %s\n",
ptr_glCreateShader ? "yes" : "no",
vs_lighting->pobject ? "okay" : "problem");
pVariable_Control_Elt* const cvar = variable_control.current;
ogl_helper.fbprintf("VAR %s = %.3f\n",cvar->name,cvar->var[0]);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
// Insert marker (green tetrahedron) to show light location.
//
vs_fixed->use();
insert_tetrahedron(opt_light_location,0.05);
///
/// Insert a tessellated tube in the vertex array.
///
float z = -1;
pColor color_purple(0x580da6); // LSU Spirit Purple
pColor color_gold(0xf9b237); // LSU Spirit Gold
//
// Compute Tube Specifications
//
const int pattern_width = 3 * int( opt_pattern_width * 0.33333333 );
const int pattern_levels = int( opt_pattern_levels + 0.5 );
// Number of vertices passed to OpenGL.
const int vertices_per_ring = 3 * 2 * pattern_width;
const int num_coor = pattern_levels * vertices_per_ring;
const double cycles_per_second = 0.2;
const double phase_n =
( time_wall_fp() - time_app_start ) * cycles_per_second;
const double phase = phase_n * 2.0 * M_PI;
const float wavelength_z = 2.8;
const float radians_per_z = 2.0 * M_PI / wavelength_z;
int num_bytes = 0;
const float ampl = 0.4;
glColor3fv( color_gold );
// If number of vertices has changed re-allocate our storage
// (coor_buffer, norm_buffer) and MTrig object and also remember
// that gpu's buffer needs to be updated.
if ( num_coor_alloc != num_coor )
{
if ( coor_buffer ) { delete coor_buffer; delete norm_buffer; }
coor_buffer = new pCoor[num_coor];
norm_buffer = new pVect[num_coor];
tarray.init( vertices_per_ring * 4 );
num_coor_alloc = num_coor;
}
// Outer Loop: z axis (down axis of tube).
//
if ( !opt_gpu )
{
pCoor* cptr = coor_buffer;
pVect* nptr = norm_buffer;
const float delta_theta = M_PI / pattern_width;
for ( int i = 0; i < pattern_levels; i++ )
{
const float next_z = z - pattern_pitch_z;
const float last_z = z + pattern_pitch_z;
float theta = i & 1 ? delta_theta : 0;
const float angle_z = phase + radians_per_z * z;
const float angle_nz = phase + radians_per_z * next_z;
const float angle_lz = phase + radians_per_z * last_z;
const float r = r0 * ( 1 + ampl * sin( angle_z ) );
const float rnz = r0 * ( 1 + ampl * sin( angle_nz ) );
const float rlz = r0 * ( 1 + ampl * sin( angle_lz ) );
const float cos_z = cos(angle_z);
const float cos_lz = cos(angle_lz);
const float cos_nz = cos(angle_nz);
pCoor* const cptr_stop = cptr + vertices_per_ring;
// Inner Loop: around circumference of tube.
//
while ( cptr < cptr_stop )
{
// This loop iterates for two trips around the ring,
// on the first trip first_round is true and triangles point
// away from the viewer, on the second round they point towards
// the viewer.
const bool first_round = theta < 2 * M_PI;
const float z1 = first_round ? next_z : last_z;
const float rz1 = first_round ? rnz : rlz;
const float cos_z1 = first_round ? cos_nz : cos_lz;
float cos_theta = tarray.cos(theta); // Reassigned
float sin_theta = tarray.sin(theta); // Reassigned
// First vertex of triangle.
//
*cptr++ = pCoor(x_shift + r * cos_theta, r * sin_theta, z);
*nptr++ = pVect(-cos_theta,-sin_theta,cos_z);
theta += delta_theta;
cos_theta = tarray.cos(theta);
sin_theta = tarray.sin(theta);
// Second vertex of triangle.
//
*cptr++ = pCoor(x_shift + rz1 * cos_theta, rz1 * sin_theta, z1);
*nptr++ = pVect(-cos_theta,-sin_theta,cos_z1);
theta += delta_theta;
cos_theta = tarray.cos(theta);
sin_theta = tarray.sin(theta);
// Third vertex of triangle.
//
*cptr++ = pCoor(x_shift + r * cos_theta, r * sin_theta, z);
*nptr++ = pVect(-cos_theta,-sin_theta,cos_z);
}
z = next_z;
}
}
if ( opt_gpu )
{
//
// Specify Vertices to GL in one of Three Ways
//
switch ( opt_v_buffering_gpu ) {
case 0:
// Individual Vertex Specification (Buffering)
//
{
}
break;
case 1:
// Client Array Vertex Buffering
//
// Vertices given to OpenGL as a single array each
// time this code reached.
{
}
break;
case 2:
{
// Buffer Object Vertex Buffering
//
// Vertices given to OpenGL earlier (using a buffer object, see
// glBufferData above). Hopefully the vertices are now on the
// GPU. Code below merely refers to that data.
//
}
break;
}
}
else
{
//
// Send CPU-Computed Vertices to GPU
//
vs_lighting->use();
switch ( opt_v_buffering_cpu ) {
case 0:
// Individual Vertex Specification (Buffering)
//
{
glBegin(GL_TRIANGLES);
for ( int i=0; i<num_coor; i++ )
{
glNormal3fv(norm_buffer[i]);
glVertex3fv(coor_buffer[i]);
num_bytes += sizeof(float) * 6;
}
glEnd();
}
break;
case 1:
// Client Array Vertex Buffering
//
// Vertices given to OpenGL as a single array each
// time this code reached.
{
glNormalPointer(GL_FLOAT,0,norm_buffer);
glVertexPointer(3,GL_FLOAT,sizeof(pCoor),coor_buffer);
glEnableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_VERTEX_ARRAY);
glDrawArrays(GL_TRIANGLES,0,num_coor);
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
num_bytes += sizeof(float) * 6 * num_coor;
}
break;
case 2: // It should be impossible to select this option.
// Buffer Object Vertex Buffering
//
// Vertices given to OpenGL earlier (using a buffer object, see
// glBufferData above). Hopefully the vertices are now on the
// GPU.
// This option not implemented because vertex positions change
// from frame to frame and so there would be little advantage
// in using a buffer object since the buffer object data
// would have to be sent over every frame.
break;
}
}
pError_Check();
frame_timer.work_amt_set(num_bytes);
// Insert additional triangle.
//
{
pCoor v0( 1.5, 0, -3.2 );
pCoor v1( 0, 5, -5 );
pCoor v2( 9, 6, -9 );
pVect normal(cross(v0,v1,v2));
glColor3fv( color_purple );
glBegin(GL_TRIANGLES);
glNormal3fv(normal); glVertex3fv(v0);
glNormal3fv(normal); glVertex3fv(v1);
glNormal3fv(normal); glVertex3fv(v2);
glEnd();
}
glColor3f(0,1,0); // This sets the text color. Don't know why.
pError_Check();
frame_timer.frame_end();
glutSwapBuffers();
}
int
main(int argc, char **argv)
{
pOpenGL_Helper popengl_helper(argc,argv);
Tube tube(popengl_helper);
popengl_helper.rate_set(30);
popengl_helper.display_cb_set(tube.render_w,&tube);
return 0;
}