Files
bluflame/underwater4k/main.cpp
2026-04-18 22:31:51 +02:00

422 lines
13 KiB
C++

#include <time.h>
#include <io.h>
#include <process.h>
#include "Shaders.h"
HWND hWnd;
static const int gi_ScreenWidth = 1280;
static const int gi_ScreenHeight = 720;
static const int textureSize = 2048;
static const char* gs_VertexShader = "vertex.glsl";
static const char* gs_ShaderFile = "fragment.glsl";
static const PIXELFORMATDESCRIPTOR pfd={
0, 1, PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER, PFD_TYPE_RGBA, 32, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 8
};
static DEVMODE dmScreenSettings={
"",0,0,sizeof(dmScreenSettings),0,DM_PELSWIDTH|DM_PELSHEIGHT,
0,0,0,0,0,0,0,0,0,0,0,0,0,"",0,0,gi_ScreenWidth,gi_ScreenHeight
};
#define CHECK_DEBUG_OUTPUT(shader) \
{\
GLint success = 0;\
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);\
if (!success)\
{\
GLchar infoLog[16384];\
glGetShaderInfoLog(shader, 16384, NULL, infoLog);\
OutputDebugString(infoLog);\
}\
}
struct filemon_struct
{
unsigned int shaderProgram;
char* shaderFile;
HANDLE shaderCompileEvent;
__time64_t shaderChangedDate;
};
DWORD WINAPI filemon(void* args)
{
filemon_struct* data = (filemon_struct*)args;
while (true)
{
_finddata_t fdata;
long hfile = _findfirst(data->shaderFile, &fdata);
if (hfile != -1)
{
if (fdata.time_write != data->shaderChangedDate)
{
data->shaderChangedDate = fdata.time_write;
::SetEvent(data->shaderCompileEvent);
std::cout << "Shader loaded." << std::endl;
}
_findclose(hfile);
}
::Sleep(100);
}
return 0;
}
#include <cmath>
float g_DebugCamPos[ 3 ]= {0,0.0f,0.0f};
float g_DebugCamRot[ 2 ]= {0,0};
bool g_ShaderDebug= true;
int g_ShaderID= 0;
int g_SceneID= 0;
int g_MaxSceneID= 17;
float g_fSpeedFac= 1.0f;
bool g_bForceCompile= true;
void MoveCam( float& fCurTime, float& fDeltaTime )
{
if (GetActiveWindow() != hWnd)
return;
float fSpeed= 0.125f * fDeltaTime;
bool bShift= GetAsyncKeyState( VK_SHIFT ) || GetAsyncKeyState( VK_MBUTTON ) || GetAsyncKeyState( VK_RBUTTON );
bool bStrg= GetAsyncKeyState( VK_CONTROL ) != 0;
float a= g_DebugCamRot[ 0 ];
float b= g_DebugCamRot[ 1 ];
float g_Forward[ 3 ]= {sinf( a )*cosf(b),-sinf(b), cosf( a )*cosf(b)};
float g_Right[ 3 ]= {cosf( a ),0, -sinf( a )};
//if( bShift )
{
if( GetAsyncKeyState( VK_HOME ) )
{
g_DebugCamPos[ 0 ]= 0.0f;
g_DebugCamPos[ 1 ]= 2.0f;
g_DebugCamPos[ 2 ]= -5.0f;
g_DebugCamRot[ 0 ]= 0.0f;
g_DebugCamRot[ 1 ]= 0.0f;
}
if( GetAsyncKeyState( 'W' ) )
{
g_DebugCamPos[ 0 ]+= fSpeed * g_Forward[ 0 ];
g_DebugCamPos[ 1 ]+= fSpeed * g_Forward[ 1 ];
g_DebugCamPos[ 2 ]+= fSpeed * g_Forward[ 2 ];
}
if( GetAsyncKeyState( 'S' ) )
{
g_DebugCamPos[ 0 ]-= fSpeed * g_Forward[ 0 ];
g_DebugCamPos[ 1 ]-= fSpeed * g_Forward[ 1 ];
g_DebugCamPos[ 2 ]-= fSpeed * g_Forward[ 2 ];
}
if( GetAsyncKeyState( 'A' ) )
{
g_DebugCamPos[ 0 ]-= fSpeed * g_Right[ 0 ];
g_DebugCamPos[ 1 ]-= fSpeed * g_Right[ 1 ];
g_DebugCamPos[ 2 ]-= fSpeed * g_Right[ 2 ];
}
if( GetAsyncKeyState( 'D' ) )
{
g_DebugCamPos[ 0 ]+= fSpeed * g_Right[ 0 ];
g_DebugCamPos[ 1 ]+= fSpeed * g_Right[ 1 ];
g_DebugCamPos[ 2 ]+= fSpeed * g_Right[ 2 ];
}
if( GetAsyncKeyState( 'F' ) )
{
g_DebugCamPos[ 1 ]+= fSpeed;
}
if( GetAsyncKeyState( 'V' ) )
{
g_DebugCamPos[ 1 ]-= fSpeed;
}
//if( bStrg )
{
if( ( GetAsyncKeyState( VK_F1 ) & 1 ) != 0)
{
g_ShaderDebug= !g_ShaderDebug;
g_bForceCompile= true;
}
if( ( GetAsyncKeyState( VK_F2 ) & 1 ) != 0)
{
g_ShaderID= (g_ShaderID + MAX_SHADER_ID - 1 ) % MAX_SHADER_ID;
g_bForceCompile= true;
}
if( ( GetAsyncKeyState( VK_F3 ) & 1 )!= 0)
{
g_ShaderID= (g_ShaderID + MAX_SHADER_ID + 1 ) % MAX_SHADER_ID;
g_bForceCompile= true;
}
if( ( GetAsyncKeyState( VK_F4 ) & 1 )!= 0)
{
fCurTime= 0.0f;
}
if( ( GetAsyncKeyState( VK_F5 ) & 1 )!= 0)
{
g_fSpeedFac*= 2.0f;
if( g_fSpeedFac > 32.0f )
{
g_fSpeedFac= 32.0f;
}
}
if( ( GetAsyncKeyState( VK_F6 ) & 1 ) != 0)
{
g_fSpeedFac/= 2.0f;
if( g_fSpeedFac < 0.03125f )
{
g_fSpeedFac= 0.03125f;
}
}
if( ( GetAsyncKeyState( VK_F7 ) & 1 ) != 0)
{
g_SceneID= (g_SceneID + g_MaxSceneID - 1 ) % g_MaxSceneID;
}
if( ( GetAsyncKeyState( VK_F8 ) & 1 )!= 0)
{
g_SceneID= (g_SceneID + g_MaxSceneID + 1 ) % g_MaxSceneID;
}
}
}
static POINT OldCurPos;
POINT CurPos;
GetCursorPos( &CurPos );
if( bShift )
{
g_DebugCamRot[ 0 ]-= 0.003f * ( OldCurPos.x - CurPos.x );
g_DebugCamRot[ 1 ]-= 0.003f * ( OldCurPos.y - CurPos.y );
g_DebugCamRot[ 1 ]= max( g_DebugCamRot[ 1 ], -1.56f );
g_DebugCamRot[ 1 ]= min( g_DebugCamRot[ 1 ], 1.56f );
}
OldCurPos= CurPos;
}
LRESULT MessageCallback(HWND ar_Handle, UINT aw_Message, WPARAM aw_Param, LPARAM al_Param)
{
return DefWindowProc(ar_Handle, aw_Message, aw_Param, al_Param);
}
int gCurScene= 0;
int gCurSceneStart= 0;
int g_SceneLength[]=
{
16, 16, 16,
16, 16, 16,
16, 32, 16,
16, 16, 16,
0x80000000
};
int g_SceneShader[]=
{
0,0,0,
1,1,1,
2,2,2,
3,3,3,
};
float g_SceneFactor[]=
{
0, 0, 0,
0, 0, 1.0f,
0, 0, 1.0f,
0, 1.0f, 1.0f,
0,
};
void _cdecl main()
{
//ChangeDisplaySettings (&dmScreenSettings,CDS_FULLSCREEN);
//HDC hDC = GetDC(CreateWindow("edit", 0, WS_POPUP | WS_VISIBLE | WS_MAXIMIZE, 0, 0, 0, 0, 0, 0, 0, 0));
//HWND hWnd = CreateWindow("MDICLIENT", "Test", WS_OVERLAPPED | WS_VISIBLE | WS_SYSMENU, 0, 0, gi_ScreenWidth, gi_ScreenHeight, 0, 0, 0, 0);
WNDCLASSEX wndclass;
wndclass.cbSize = sizeof (wndclass) ;
wndclass.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC;
wndclass.lpfnWndProc = (WNDPROC)MessageCallback ;
wndclass.cbClsExtra = 0 ;
wndclass.cbWndExtra = 0 ;
wndclass.hInstance = NULL ;
wndclass.hIcon = LoadIcon (NULL, IDI_APPLICATION) ;
wndclass.hCursor = LoadCursor (NULL, IDC_ARROW) ;
wndclass.hbrBackground = (HBRUSH) GetStockObject (DKGRAY_BRUSH) ;
wndclass.lpszMenuName = NULL;
wndclass.lpszClassName = "Window" ;
wndclass.hIconSm = LoadIcon (NULL, IDI_APPLICATION) ;
RegisterClassEx(&wndclass);
hWnd = CreateWindow(
"Window", /* Classname */
"Title", /* Title Text */
WS_EX_APPWINDOW, /* default window */
10, /* Windows decides the position */
30, /* where the window ends up on the screen */
gi_ScreenWidth, /* The programs width */
gi_ScreenHeight, /* and height in pixels */
NULL, /* The window is a child-window to desktop */
NULL, /* No menu */
GetModuleHandle(NULL), //GetModuleHandle(NULL), /* Program Instance handler */
NULL /* No Window Creation data */
);
HDC hDC = GetDC(hWnd);
SetPixelFormat(hDC, ChoosePixelFormat(hDC, &pfd), &pfd);
wglMakeCurrent(hDC, wglCreateContext(hDC));
initShaders();
filemon_struct fragmentShader = {0};
filemon_struct textureShader1 = {0};
filemon_struct textureShader2 = {0};
fragmentShader.shaderFile = "fragment.glsl";
fragmentShader.shaderCompileEvent = ::CreateEvent(NULL, FALSE, FALSE, TEXT("WriteEvent"));
textureShader1.shaderFile = "tex1.glsl";
textureShader1.shaderCompileEvent = ::CreateEvent(NULL, FALSE, FALSE, TEXT("WriteEvent"));
textureShader2.shaderFile = "tex2.glsl";
textureShader2.shaderCompileEvent = ::CreateEvent(NULL, FALSE, FALSE, TEXT("WriteEvent"));
SetThreadPriority((HANDLE)CreateThread(0, 0, &filemon, &fragmentShader, 0, 0), THREAD_PRIORITY_BELOW_NORMAL);
SetThreadPriority((HANDLE)CreateThread(0, 0, &filemon, &textureShader1, 0, 0), THREAD_PRIORITY_BELOW_NORMAL);
SetThreadPriority((HANDLE)CreateThread(0, 0, &filemon, &textureShader2, 0, 0), THREAD_PRIORITY_BELOW_NORMAL);
auto events = new HANDLE[2];
events[0] = fragmentShader.shaderCompileEvent;
events[1] = textureShader1.shaderCompileEvent;
events[2] = textureShader2.shaderCompileEvent;
ShowWindow (hWnd , SW_NORMAL );
::Sleep(100);
LARGE_INTEGER li_OldTime = { 0 };
unsigned int fbo1 = 0, fbo2 = 0;
int iStartTick= timeGetTime();
GLuint tex1, tex2;
glGenTextures(1, &tex1);
glGenTextures(1, &tex2);
glBindTexture(GL_TEXTURE_2D, tex1);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, textureSize, textureSize, 0, GL_RGBA, GL_FLOAT, 0);
glBindTexture(GL_TEXTURE_2D, tex2);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, textureSize, textureSize, 0, GL_RGBA, GL_FLOAT, 0);
((PFNGLGENFRAMEBUFFERSPROC)wglGetProcAddress("glGenFramebuffers"))(1, &fbo1);
((PFNGLBINDFRAMEBUFFERPROC)wglGetProcAddress("glBindFramebuffer"))(GL_FRAMEBUFFER, fbo1);
((PFNGLFRAMEBUFFERTEXTURE2DPROC)wglGetProcAddress("glFramebufferTexture2D"))(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex1, 0);
((PFNGLGENFRAMEBUFFERSPROC)wglGetProcAddress("glGenFramebuffers"))(1, &fbo2);
((PFNGLBINDFRAMEBUFFERPROC)wglGetProcAddress("glBindFramebuffer"))(GL_FRAMEBUFFER, fbo2);
((PFNGLFRAMEBUFFERTEXTURE2DPROC)wglGetProcAddress("glFramebufferTexture2D"))(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex2, 0);
float lf_Time= 0.0f;
do
{
MSG msg;
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
if (msg.message == WM_QUIT)
return;
else
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
}
if (::WaitForMultipleObjects(3, events, false, 0) == WAIT_OBJECT_0 || g_bForceCompile)
{
::Sleep(250);
fragmentShader.shaderProgram = createProgram(createVertexShader(gs_VertexShader), createFragmentShader(fragmentShader.shaderFile, g_ShaderID, g_ShaderDebug));
textureShader1.shaderProgram = createProgram(createVertexShader(gs_VertexShader), createFragmentShader(textureShader1.shaderFile, g_ShaderID, g_ShaderDebug));
textureShader2.shaderProgram = createProgram(createVertexShader(gs_VertexShader), createFragmentShader(textureShader2.shaderFile, g_ShaderID, g_ShaderDebug));
glViewport(0, 0, textureSize, textureSize);
((PFNGLBINDFRAMEBUFFERPROC)wglGetProcAddress("glBindFramebuffer"))(GL_FRAMEBUFFER, fbo1);
((PFNGLUSEPROGRAMPROC)wglGetProcAddress("glUseProgram"))(textureShader1.shaderProgram);
((PFNGLUNIFORM4FPROC)wglGetProcAddress("glUniform4f"))(0, textureSize, textureSize, lf_Time, 0);
glRects(-1, -1, 1, 1);
((PFNGLBINDFRAMEBUFFERPROC)wglGetProcAddress("glBindFramebuffer"))(GL_FRAMEBUFFER, fbo2);
((PFNGLUSEPROGRAMPROC)wglGetProcAddress("glUseProgram"))(textureShader2.shaderProgram);
((PFNGLUNIFORM4FPROC)wglGetProcAddress("glUniform4f"))(0, textureSize, textureSize, lf_Time, 0);
((PFNGLUNIFORM1IPROC)wglGetProcAddress("glUniform1i"))(((PFNGLGETUNIFORMLOCATIONPROC)wglGetProcAddress("glGetUniformLocation"))(textureShader2.shaderProgram, "V"), 0);
((PFNGLACTIVETEXTUREPROC)wglGetProcAddress("glActiveTexture"))(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex1);
glRects(-1, -1, 1, 1);
((PFNGLBINDFRAMEBUFFERPROC)wglGetProcAddress("glBindFramebuffer"))(GL_FRAMEBUFFER, 0);
glViewport(0, 0, gi_ScreenWidth, gi_ScreenHeight);
PrintErrors();
g_bForceCompile= false;
}
int SceneEnd= g_SceneLength[ gCurScene ] * (44100 * 60 / 145);//samples per tick
LARGE_INTEGER li_CurrentTime, li_CurrentFrequency;
QueryPerformanceCounter(&li_CurrentTime);
QueryPerformanceFrequency(&li_CurrentFrequency);
float lf_DiffTime = (float)(li_CurrentTime.QuadPart - li_OldTime.QuadPart) / (float)li_CurrentFrequency.QuadPart;
char windowText[255];
sprintf_s(
windowText,
"Shader: %d Scene: %d FPS: %.2f, Render time: %.4fms",
g_ShaderID,
g_SceneID,
1.0f / lf_DiffTime,
lf_DiffTime );
::SetWindowTextA(hWnd, windowText);
li_OldTime = li_CurrentTime;
lf_Time+= lf_DiffTime / 8.0f / g_fSpeedFac;
if( lf_Time > 1.0f )
{
lf_Time= 0.0f;
}
float fBeat = lf_Time * 16.0f;
while( fBeat > 1.0f )
{
fBeat-= 1.0f;
}
if( fBeat < 0.0f)
{
fBeat = 0.0f;
}
fBeat = pow( 10.0f, 4.0f * -fBeat );
glColor3f((float)g_SceneID + lf_Time, fBeat, fBeat);
MoveCam(lf_Time, lf_DiffTime);
float fDebugData[ 16 ];
fDebugData[ 0 ]= g_DebugCamPos[ 0 ];
fDebugData[ 1 ]= g_DebugCamPos[ 1 ];
fDebugData[ 2 ]= g_DebugCamPos[ 2 ];
fDebugData[ 4 ]= g_DebugCamRot[ 0 ];
fDebugData[ 5 ]= g_DebugCamRot[ 1 ];
glMatrixMode(GL_MODELVIEW);
glLoadMatrixf((GLfloat*)&fDebugData);
((PFNGLUSEPROGRAMPROC)wglGetProcAddress("glUseProgram"))(fragmentShader.shaderProgram);
((PFNGLACTIVETEXTUREPROC)wglGetProcAddress("glActiveTexture"))(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex1);
((PFNGLACTIVETEXTUREPROC)wglGetProcAddress("glActiveTexture"))(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, tex2);
((PFNGLUNIFORM1IPROC)wglGetProcAddress("glUniform1i"))(((PFNGLGETUNIFORMLOCATIONPROC)wglGetProcAddress("glGetUniformLocation"))(fragmentShader.shaderProgram, "V"), 0);
((PFNGLUNIFORM1IPROC)wglGetProcAddress("glUniform1i"))(((PFNGLGETUNIFORMLOCATIONPROC)wglGetProcAddress("glGetUniformLocation"))(fragmentShader.shaderProgram, "HEIGHT"), 1);
glRects(-1, -1, 1, 1);
SwapBuffers(hDC);
}
while ( !GetAsyncKeyState(VK_ESCAPE) );
ExitProcess(0);
}