Add glslwrite tool and some examples

This commit is contained in:
Matthias Schiffer 2016-02-01 14:03:21 +01:00
parent 213e7046d1
commit 9d3cdc7f5e
13 changed files with 658 additions and 5 deletions

1
.gitignore vendored
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@ -1 +1,2 @@
glslview glslview
glslwrite

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all : glslview glslwrite
glslview : glslview.c glslview : glslview.c
gcc -o glslview glslview.c -lSDL2 -lGL -lGLEW -Wall gcc -o glslview glslview.c -lSDL2 -lGL -lGLEW -Wall
glslwrite : glslwrite.c
gcc -o glslwrite glslwrite.c -lSDL2 -lpng -lGL -lGLEW -Wall

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examples/polygon.frag Normal file
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#version 330
out vec4 fragColor;
uniform vec2 res;
uniform float time;
const float sharpness = 300;
const float PI = 3.14159265358979323846;
mat2 rot(float a) {
return mat2(
cos(a), -sin(a),
sin(a), cos(a)
);
}
float poly(float n, vec2 m, float r, float rt, vec2 p) {
vec2 diff = (m - p) * rot(rt);
float d = length(diff);
float alpha = PI / n;
float gamma = mod(abs(atan(diff.x, diff.y)), alpha*2);
if (gamma > alpha)
gamma -= 2*alpha;
float r2 = r * cos(alpha) / cos(gamma);
return clamp((r2 - d)*sharpness, 0.0, 1.0);
}
float poly_d(float n, vec2 m, float r, float rt, vec2 p) {
return poly(n, m, r, rt, p) - poly(n, m, r - 1/sharpness, rt, p);
}
void main(void) {
vec2 m = res/2;
float s = min(m.x, m.y);
vec2 p = (gl_FragCoord.xy - m) / s;
float scene = 0;
float c;
c = poly_d(5 - 3*cos(time/1000), vec2(0, 0), 0.5, PI * time/1000, p);
scene = abs(scene - c);
c = poly_d(5 - 3*cos(time/1000), vec2(0, 0), 0.5, -PI * time/1000, p);
scene = abs(scene - c);
fragColor = vec4(vec3(1, 1, 1) * scene, 1);
}

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examples/snail.frag Normal file
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#version 330
out vec4 fragColor;
uniform vec2 res;
uniform float time;
const float sharpness = 300;
mat2 rot(float a) {
return mat2(
cos(a), -sin(a),
sin(a), cos(a)
);
}
float circle(vec2 m, float r, vec2 p) {
vec2 diff = m - p;
float d = sqrt(dot(diff, diff));
return clamp((r - d)*sharpness, 0.0, 1.0);
}
float circle_d(vec2 m, float r, vec2 p) {
return circle(m, r, p) - circle(m, r - 1/sharpness, p);
}
void main(void) {
vec2 m = res/2;
float s = min(m.x, m.y);
vec2 p = (gl_FragCoord.xy - m) / s;
float scene = 0;
for (int i = 1; i <= 50; i++) {
float c = circle_d(vec2(0.5, 0) * rot(time/500/i), 0.1 + 0.005*i, p);
scene = abs(scene - c);
}
fragColor = vec4(vec3(1, 1, 1) * scene, 1);
}

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#version 330
out vec4 fragColor;
uniform vec2 res;
uniform float time;
const float sharpness = 300;
const float PI = 3.14159265358979323846;
mat2 rot(float a) {
return mat2(
cos(a), -sin(a),
sin(a), cos(a)
);
}
float circle(vec2 m, float r, vec2 p) {
vec2 diff = m - p;
float d = sqrt(dot(diff, diff));
return clamp((r - d)*sharpness, 0.0, 1.0);
}
float circle_d(vec2 m, float r, vec2 p) {
return circle(m, r, p) - circle(m, r - 1/sharpness, p);
}
float square(vec2 m, float a, float r, vec2 p) {
vec2 diff = abs((m - p) * rot(r));
float d = max(diff.x, diff.y);
return clamp((a - d)*sharpness, 0.0, 1.0);
}
void main(void) {
vec2 m = res/2;
float s = min(m.x, m.y);
vec2 p = (gl_FragCoord.xy - m) / s;
float scene = 0;
int n = 20;
float b = 1;
float alpha = 0;
for (int i = 0; i < n; i++) {
float c;
c = circle_d(vec2(0, 0), b, p);
scene = abs(scene - c);
float delta = mod(time/5000, PI/2);
alpha = mod(alpha + delta, PI/2);
b /= sqrt(2);
c = square(vec2(0, 0), b, alpha, p);
scene = abs(scene - c);
c = square(vec2(0, 0), b, -alpha, p);
scene = abs(scene - c);
}
fragColor = vec4(vec3(1, 1, 1) * scene, 1);
}

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#version 330
out vec4 fragColor;
uniform vec2 res;
uniform float time;
const float sharpness = 300;
const float PI = 3.14159265358979323846;
mat2 rot(float a) {
return mat2(
cos(a), -sin(a),
sin(a), cos(a)
);
}
float circle(vec2 m, float r, vec2 p) {
vec2 diff = m - p;
float d = sqrt(dot(diff, diff));
return clamp((r - d)*sharpness, 0.0, 1.0);
}
float circle_d(vec2 m, float r, vec2 p) {
return circle(m, r, p) - circle(m, r - 1/sharpness, p);
}
float square(vec2 m, float a, float r, vec2 p) {
vec2 diff = abs((m - p) * rot(r));
float d = max(diff.x, diff.y);
return clamp((a - d)*sharpness, 0.0, 1.0);
}
float square_d(vec2 m, float a, float r, vec2 p) {
return square(m, a, r, p) - square(m, a - 1/sharpness, r, p);
}
void main(void) {
vec2 m = res/2;
float s = min(m.x, m.y);
vec2 p = (gl_FragCoord.xy - m) / s;
float scene = 0;
int n = 20;
float b = 1;
float alpha = 0;
for (int i = 0; i < n; i++) {
float delta = mod(time/5000, PI/2);
alpha = mod(alpha + delta, PI/2);
b /= (sin(delta) + cos(delta));
float c = square(vec2(0, 0), b, alpha, p);
scene = abs(scene - c);
}
b = 1;
alpha = 0;
for (int i = 0; i < n; i++) {
float delta = mod(-time/5000, PI/2);
alpha = mod(alpha + delta, PI/2);
b /= (sin(delta) + cos(delta));
float c = square(vec2(0, 0), b, alpha, p);
scene = abs(scene - c);
}
fragColor = vec4(vec3(1, 1, 1) * scene, 1);
}

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examples/square-ring.frag Normal file
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#version 330
out vec4 fragColor;
uniform vec2 res;
uniform float time;
const float sharpness = 300;
const float PI = 3.14159265358979323846;
mat2 rot(float a) {
return mat2(
cos(a), -sin(a),
sin(a), cos(a)
);
}
float square(vec2 m, float a, float r, vec2 p) {
vec2 diff = abs((m - p) * rot(r));
float d = max(diff.x, diff.y);
return clamp((a - d)*sharpness, 0.0, 1.0);
}
void main(void) {
vec2 m = res/2;
float s = min(m.x, m.y);
vec2 p = (gl_FragCoord.xy - m) / s;
float scene = 0;
int n = 10;
for (int i = 1; i <= n; i++) {
float c = square(vec2(0, 0), 0.5, PI/2*i/n - time/500, p);
scene = abs(scene - c);
}
fragColor = vec4(vec3(1, 1, 1) * scene, 1);
}

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#version 330
out vec4 fragColor;
uniform vec2 res;
uniform float time;
const float sharpness = 300;
const float PI = 3.14159265358979323846;
mat2 rot(float a) {
return mat2(
cos(a), -sin(a),
sin(a), cos(a)
);
}
float square(vec2 m, float a, float r, vec2 p) {
vec2 diff = abs((m - p) * rot(r));
float d = max(diff.x, diff.y);
return clamp((a - d)*sharpness, 0.0, 1.0);
}
void main(void) {
vec2 m = res/2;
float s = min(m.x, m.y);
vec2 p = (gl_FragCoord.xy - m) / s;
float scene = 0;
int n = 5;
for (int i = 1; i <= n; i++) {
float c = square(vec2(0, 0), 0.5, PI/2*i/n - time/3000, p);
scene = abs(scene - c);
}
n = 5;
for (int i = 1; i <= n; i++) {
float c = square(vec2(0, 0), 0.5, PI/2*i/n + time/3000, p);
scene = abs(scene - c);
}
fragColor = vec4(vec3(1, 1, 1) * scene, 1);
}

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examples/squares.frag Normal file
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#version 330
out vec4 fragColor;
uniform vec2 res;
uniform float time;
const float sharpness = 500;
mat2 rot(float a) {
return mat2(
cos(a), -sin(a),
sin(a), cos(a)
);
}
float square(vec2 m, float a, float r, vec2 p) {
vec2 diff = abs((m - p) * rot(r));
float d = max(diff.x, diff.y);
return clamp((a - d)*sharpness, 0.0, 1.0);
}
void main(void) {
vec2 m = res/2;
float s = min(m.x, m.y);
vec2 p = (gl_FragCoord.xy - m) / s;
float a = atan(p.x, p.y);
float x = mod(p.x, 0.1);
float y = mod(p.y, 0.1);
float scene = 0;
for (int i = 1; i <= 50; i++) {
float c = square(vec2(0.5, 0) * rot(time/500/i), 0.1 + 0.005*i, time/500/i + time/(100*i), p);
scene = abs(scene - c);
}
fragColor = vec4(vec3(1, 1, 1) * scene, 1);
}

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examples/supersnail.frag Normal file
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#version 330
out vec4 fragColor;
uniform vec2 res;
uniform float time;
const float sharpness = 300;
mat2 rot(float a) {
return mat2(
cos(a), -sin(a),
sin(a), cos(a)
);
}
float circle(vec2 m, float r, vec2 p) {
vec2 diff = m - p;
float d = sqrt(dot(diff, diff));
return clamp((r - d)*sharpness, 0.0, 1.0);
}
void main(void) {
vec2 m = res/2;
float s = min(m.x, m.y);
vec2 p = (gl_FragCoord.xy - m) / s;
float scene = 0;
for (int i = 1; i <= 100; i++) {
float c = circle(vec2(0.5, 0) * rot(time/200/i), 0.1 + 0.002*i, p);
scene = abs(scene - c);
}
fragColor = vec4(vec3(1, 1, 1) * scene, 1);
}

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examples/torus.frag Normal file
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#version 330
out vec4 fragColor;
uniform vec2 res;
uniform float time;
const float sharpness = 300;
const float PI = 3.14159265358979323846;
mat2 rot(float a) {
return mat2(
cos(a), -sin(a),
sin(a), cos(a)
);
}
float square(vec2 m, float a, float r, vec2 p) {
vec2 diff = abs((m - p) * rot(r));
float d = max(diff.x, diff.y);
return clamp((a - d)*sharpness, 0.0, 1.0);
}
void main(void) {
vec2 m = res/2;
float s = min(m.x, m.y);
vec2 p = (gl_FragCoord.xy - m) / s;
float scene = 0;
int n = 48;
for (int i = 1; i <= n; i++) {
float c = square(vec2(0.5, 0) * rot(PI/2*(time/8000 + 4.0*i/n)) * vec2(1, 0.5), 0.1, PI/2*(24.0*i/n - time/800), p);
scene = abs(scene - c);
}
fragColor = vec4(vec3(1, 1, 1) * scene, 1);
}

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@ -13,7 +13,7 @@ static GLint time;
static GLint res; static GLint res;
char * readfile(const char *filename) { static char * readfile(const char *filename) {
FILE *f = fopen(filename, "r"); FILE *f = fopen(filename, "r");
if (!f) if (!f)
return NULL; return NULL;
@ -39,7 +39,7 @@ char * readfile(const char *filename) {
return buffer; return buffer;
} }
void printShaderInfoLog(GLuint obj) { static void printShaderInfoLog(GLuint obj) {
GLint length = 0; GLint length = 0;
glGetShaderiv(obj, GL_INFO_LOG_LENGTH, &length); glGetShaderiv(obj, GL_INFO_LOG_LENGTH, &length);
@ -52,7 +52,7 @@ void printShaderInfoLog(GLuint obj) {
} }
} }
void printProgramInfoLog(GLuint obj) { static void printProgramInfoLog(GLuint obj) {
GLint length = 0; GLint length = 0;
glGetProgramiv(obj, GL_INFO_LOG_LENGTH, &length); glGetProgramiv(obj, GL_INFO_LOG_LENGTH, &length);
@ -65,7 +65,7 @@ void printProgramInfoLog(GLuint obj) {
} }
} }
void init(char *filename) { static void init(char *filename) {
glewInit(); glewInit();
glDisable(GL_DEPTH_TEST); glDisable(GL_DEPTH_TEST);
@ -96,7 +96,7 @@ void init(char *filename) {
} }
void render(SDL_Window *window) { static void render(SDL_Window *window) {
int width, height; int width, height;
SDL_GetWindowSize(window, &width, &height); SDL_GetWindowSize(window, &width, &height);

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glslwrite.c Normal file
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#include <stdbool.h>
#include <stdint.h>
#include <stdio.h>
#include <unistd.h>
#include <png.h>
#include <GL/glew.h>
#include <SDL2/SDL.h>
#include <SDL2/SDL_opengl.h>
static unsigned frame_time = 0;
static GLint time_loc;
static GLint res_loc;
static char * readfile(const char *filename) {
FILE *f = fopen(filename, "r");
if (!f)
return NULL;
size_t size = 1024;
char *buffer = malloc(size+1);
size_t count = 0, r;
do {
if (count == size) {
size *= 2;
buffer = realloc(buffer, size+1);
}
r = fread(buffer+count, 1, size-count, f);
count += r;
} while (r);
fclose(f);
buffer[count] = 0;
return buffer;
}
static void printShaderInfoLog(GLuint obj) {
GLint length = 0;
glGetShaderiv(obj, GL_INFO_LOG_LENGTH, &length);
if(length > 0) {
char log[length];
glGetShaderInfoLog(obj, sizeof(log), NULL, log);
fprintf(stderr, "%s\n", log);
}
}
static void printProgramInfoLog(GLuint obj) {
GLint length = 0;
glGetProgramiv(obj, GL_INFO_LOG_LENGTH, &length);
if(length > 0) {
char log[length];
glGetProgramInfoLog(obj, sizeof(log), NULL, log);
fprintf(stderr, "%s\n", log);
}
}
static void init(char *filename) {
glewInit();
glDisable(GL_DEPTH_TEST);
char *shader = readfile(filename);
if (!shader) {
fprintf(stderr, "Error: unable to read '%s'\n", filename);
exit(1);
}
GLuint frag = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(frag, 1, (const GLchar **)&shader, NULL);
glCompileShader(frag);
printShaderInfoLog(frag);
GLuint program = glCreateProgram();
glAttachShader(program, frag);
glLinkProgram(program);
printProgramInfoLog(program);
glBindFragDataLocation(program, 0, "fragColor");
time_loc = glGetUniformLocation(program, "time");
res_loc = glGetUniformLocation(program, "res");
glUseProgram(program);
}
static void savePNG(uint8_t *pixels, int width, int height, const char *output_dir) {
char filename[strlen(output_dir) + 20];
snprintf(filename, sizeof(filename), "%s/%010u.png", output_dir, frame_time);
FILE *f = fopen(filename, "wb");
if (!f) {
fprintf(stderr, "unable to open PNG file\n");
exit(1);
}
png_structp png_ptr = png_create_write_struct(PNG_LIBPNG_VER_STRING, NULL, NULL, NULL);
if (!png_ptr) {
fprintf(stderr, "unable to open PNG file\n");
exit(1);
}
png_set_swap_alpha(png_ptr);
png_infop info_ptr = png_create_info_struct(png_ptr);
if (!info_ptr) {
fprintf(stderr, "unable to create PNG info struct\n");
exit(1);
}
if (setjmp(png_jmpbuf(png_ptr))) {
fprintf(stderr, "unable to write PNG file\n");
exit(1);
}
png_init_io(png_ptr, f);
png_set_IHDR(png_ptr, info_ptr, width, height, 8, PNG_COLOR_TYPE_RGB_ALPHA,
PNG_INTERLACE_NONE, PNG_COMPRESSION_TYPE_DEFAULT, PNG_FILTER_TYPE_DEFAULT);
uint8_t *row_pointers[height];
for (size_t i = 0; i < height; i++)
row_pointers[i] = &pixels[4*i*width];
png_set_rows(png_ptr, info_ptr, row_pointers);
png_write_png(png_ptr, info_ptr, PNG_TRANSFORM_IDENTITY, NULL);
png_destroy_write_struct(&png_ptr, &info_ptr);
fclose(f);
}
static void render(SDL_Window *window, const char *output_dir) {
int width, height;
SDL_GetWindowSize(window, &width, &height);
glViewport(0, 0, (GLsizei)width, (GLsizei)height);
glUniform1f(time_loc, frame_time);
glUniform2f(res_loc, width, height);
glBegin(GL_QUADS);
glVertex2f(-1, -1);
glVertex2f(1, -1);
glVertex2f(1, 1);
glVertex2f(-1, 1);
glEnd();
SDL_GL_SwapWindow(window);
uint8_t pixels[width*height*4];
glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, pixels);
savePNG(pixels, width, height, output_dir);
frame_time += 20;
}
int main(int argc, char *argv[]) {
bool running = true;
if (argc != 3) {
fprintf(stderr, "Usage: glslwrite <shader> <output directory>\n");
exit(1);
}
SDL_Init(SDL_INIT_VIDEO);
SDL_Window *window = SDL_CreateWindow("glslwrite", 0, 0, 800, 800, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE);
SDL_GL_CreateContext(window);
init(argv[1]);
while (running) {
SDL_Event e;
while( SDL_PollEvent(&e)) {
if(e.type == SDL_QUIT) {
running = false;
break;
}
}
render(window, argv[2]);
//usleep(1);
}
return 0;
}