是否可以以每秒 60 次的速度从点数据构建热图?
Is it possible to build a heatmap from point data at 60 times per second?
我正在模拟云(实际云),云由 3D 点模拟,然后投影到 2D 热图中,大约 640x480 单位大。点数约为 50k,这是我在不中断模拟的情况下可以达到的最小点数,但我似乎找不到以任何速度执行此操作的方法(通常需要 3-5 秒的运行时间)
我想我的问题是,普通计算机是否可以做到这一点?我通常低估了当今计算机的速度,但在这种情况下我可能高估了它们。我还没有优化模拟,但如果它完全不可能,那么现在就知道并省去麻烦是件好事。
如果可能的话,是否有任何技术可以证明对从点数据到热图的转换速度快到每秒更新 60 次有用?它实际上只是查看点数据并将转换后的结果写入二维数组,所以我认为它主要与内存查找有关。
肯定是可行的,估计就算是按CPU计算了。理想情况下,您应该使用 GPU。所需的 API 是 OpenCL or since you are rendering the results you might want to make use of Compute Shaders。
这两种技术都允许您编写一个在单个元素(点)上运行的小程序(着色器)。这些都在 GPU 上并行获得 运行,这应该允许它们 运行 非常快。
是,如果你的数据已经在内存中或者你可以快速计算它
只需尝试使用 SDL 纹理(或直接使用 OpenGL 纹理,这是 SDL 使用的):
heatmap.c
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#include <time.h>
#include <SDL2/SDL.h>
#define COLOR_MAX 255
double common_get_secs(void) {
struct timespec ts;
timespec_get(&ts, TIME_UTC);
return ts.tv_sec + (1e-9 * ts.tv_nsec);
}
const double COMMON_FPS_GRANULARITY_S = 0.5;
double common_fps_last_time_s;
unsigned int common_fps_nframes;
void common_fps_init() {
common_fps_nframes = 0;
common_fps_last_time_s = common_get_secs();
}
void common_fps_update_and_print() {
double dt, current_time_s;
current_time_s = common_get_secs();
common_fps_nframes++;
dt = current_time_s - common_fps_last_time_s;
if (dt > COMMON_FPS_GRANULARITY_S) {
printf("FPS = %f\n", common_fps_nframes / dt);
common_fps_last_time_s = current_time_s;
common_fps_nframes = 0;
}
}
int main(void) {
SDL_Event event;
SDL_Renderer *renderer = NULL;
SDL_Texture *texture = NULL;
SDL_Window *window = NULL;
Uint8 *base;
int pitch;
void *pixels = NULL;
const unsigned int
WINDOW_WIDTH = 500,
WINDOW_HEIGHT = WINDOW_WIDTH;
const double
SPEED = WINDOW_WIDTH / 10.0,
CENTER_X = WINDOW_WIDTH / 2.0,
CENTER_Y = WINDOW_HEIGHT / 2.0,
PERIOD = WINDOW_WIDTH / 10.0,
PI2 = 2.0 * acos(-1.0);
double dt, initial_time;
float z;
unsigned int x, xc, y, yc;
SDL_Init(SDL_INIT_TIMER | SDL_INIT_VIDEO);
SDL_CreateWindowAndRenderer(WINDOW_WIDTH, WINDOW_WIDTH, 0, &window, &renderer);
texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_ARGB8888,
SDL_TEXTUREACCESS_STREAMING, WINDOW_WIDTH, WINDOW_HEIGHT);
initial_time = common_get_secs();
common_fps_init();
while (1) {
dt = common_get_secs() - initial_time;
SDL_LockTexture(texture, NULL, &pixels, &pitch);
for (x = 0; x < WINDOW_WIDTH; x++) {
for (y = 0; y < WINDOW_HEIGHT; y++) {
xc = CENTER_X - x;
yc = CENTER_Y - y;
/*z = COLOR_MAX * 0.5 * (1.0 + (sin(PI2 * (sqrt(xc*xc + yc*yc) - SPEED * dt) / PERIOD)));*/
z = (int)(x + y + SPEED * dt) % COLOR_MAX;
base = ((Uint8 *)pixels) + (4 * (x * WINDOW_WIDTH + y));
base[0] = 0;
base[1] = 0;
base[2] = z;
base[3] = COLOR_MAX;
}
}
SDL_UnlockTexture(texture);
SDL_RenderCopy(renderer, texture, NULL, NULL);
SDL_RenderPresent(renderer);
common_fps_update_and_print();
if (SDL_PollEvent(&event) && event.type == SDL_QUIT)
break;
}
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
return EXIT_SUCCESS;
}
编译并运行:
gcc -Wall -std=c11 -o heatmap.out heatmap.c -lSDL2 -lm
./heatmap.out
在Ubuntu16.04,更简单的计算:
z = (x + y + SPEED * dt) % COLOR_MAX
在配备 Nvidia NVS 5400M(2012 年中端)的 Lenovo Thinkpad T430 上达到 300 FPS。
所以当然,内存中的预计算结果会更快。
如果计算稍微复杂一点:
z = COLOR_MAX * 0.5 * (1.0 + (sin(PI2 * (sqrt(xc*xc + yc*yc) - SPEED * dt) / PERIOD)))
FPS 仅为 30,因此我们看到限制因素很快就变成了计算:
如果您不能运行 计算得足够快,您可能需要存储到磁盘以防止内存溢出,然后就是对磁盘和压缩方法(视频编解码器)进行基准测试。
片段着色器
如果你可以运行你的计算on the fragment shader,你可以实时做更复杂的事情。
用下面的代码,比较复杂的计算运行s at 3k FPS!
但实施起来会比较困难,所以请确保您需要它。
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#include <time.h>
#include <SDL2/SDL.h>
#define GLEW_STATIC
#include <GL/glew.h>
static const GLuint WIDTH = 500;
static const GLuint HEIGHT = 500;
static const GLchar* vertex_shader_source =
"#version 120\n"
"attribute vec2 coord2d;\n"
"void main(void) {\n"
" gl_Position = vec4(coord2d, 0.0, 1.0);\n"
"}\n";
static const GLchar* fragment_shader_source =
"#version 120\n"
"uniform float pi2;\n"
"uniform float time;\n"
"uniform float width;\n"
"uniform float height;\n"
"uniform float periods_x;\n"
"uniform float periods_y;\n"
"void main(void) {\n"
" float center_x = width / 2.0;"
" float center_y = height / 2.0;"
" float x = (gl_FragCoord.x - center_x) * periods_x / width;"
" float y = (gl_FragCoord.y - center_y) * periods_y / height;"
" gl_FragColor[0] = 0.5 * (1.0 + (sin((pi2 * (sqrt(x*x + y*y) - time)))));\n"
" gl_FragColor[1] = 0.0;\n"
" gl_FragColor[2] = 0.0;\n"
"}\n";
static const GLfloat vertices[] = {
-1.0, 1.0,
1.0, 1.0,
1.0, -1.0,
-1.0, -1.0,
};
static const GLuint indexes[] = {
0, 2, 1,
0, 3, 2,
};
double common_get_secs(void) {
struct timespec ts;
timespec_get(&ts, TIME_UTC);
return ts.tv_sec + (1e-9 * ts.tv_nsec);
}
const double COMMON_FPS_GRANULARITY_S = 0.5;
double common_fps_last_time_s;
unsigned int common_fps_nframes;
void common_fps_init() {
common_fps_nframes = 0;
common_fps_last_time_s = common_get_secs();
}
void common_fps_update_and_print() {
double dt, current_time_s;
current_time_s = common_get_secs();
common_fps_nframes++;
dt = current_time_s - common_fps_last_time_s;
if (dt > COMMON_FPS_GRANULARITY_S) {
printf("FPS = %f\n", common_fps_nframes / dt);
common_fps_last_time_s = current_time_s;
common_fps_nframes = 0;
}
}
/* Copy paste. Upstream on OpenGL. */
GLint common_get_shader_program(
const char *vertex_shader_source,
const char *fragment_shader_source) {
GLchar *log = NULL;
GLint fragment_shader, log_length, program, success, vertex_shader;
/* Vertex shader */
vertex_shader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex_shader, 1, &vertex_shader_source, NULL);
glCompileShader(vertex_shader);
glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &success);
glGetShaderiv(vertex_shader, GL_INFO_LOG_LENGTH, &log_length);
log = malloc(log_length);
if (log_length > 0) {
glGetShaderInfoLog(vertex_shader, log_length, NULL, log);
printf("vertex shader log:\n\n%s\n", log);
}
if (!success) {
printf("vertex shader compile error\n");
exit(EXIT_FAILURE);
}
/* Fragment shader */
fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment_shader, 1, &fragment_shader_source, NULL);
glCompileShader(fragment_shader);
glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &success);
glGetShaderiv(fragment_shader, GL_INFO_LOG_LENGTH, &log_length);
if (log_length > 0) {
log = realloc(log, log_length);
glGetShaderInfoLog(fragment_shader, log_length, NULL, log);
printf("fragment shader log:\n\n%s\n", log);
}
if (!success) {
printf("fragment shader compile error\n");
exit(EXIT_FAILURE);
}
/* Link shaders */
program = glCreateProgram();
glAttachShader(program, vertex_shader);
glAttachShader(program, fragment_shader);
glLinkProgram(program);
glGetProgramiv(program, GL_LINK_STATUS, &success);
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &log_length);
if (log_length > 0) {
log = realloc(log, log_length);
glGetProgramInfoLog(program, log_length, NULL, log);
printf("shader link log:\n\n%s\n", log);
}
if (!success) {
printf("shader link error");
exit(EXIT_FAILURE);
}
free(log);
glDeleteShader(vertex_shader);
glDeleteShader(fragment_shader);
return program;
}
int main(void) {
/* SDL variables. */
SDL_Event event;
SDL_Window *window;
SDL_GLContext gl_context;
const unsigned int WINDOW_WIDTH = 500, WINDOW_HEIGHT = WINDOW_WIDTH;
double dt, initial_time;
/* OpenGL variables. */
GLint
attribute_coord2d,
ibo_size,
width_location,
height_location,
time_location,
periods_x_location,
periods_y_location,
pi2_location,
program
;
GLuint ibo, vbo;
const char *attribute_name = "coord2d";
const float
periods_x = 10.0,
periods_y = 10.0,
pi2 = 2.0 * acos(-1.0)
;
/* SDL init. */
SDL_Init(SDL_INIT_TIMER | SDL_INIT_VIDEO);
window = SDL_CreateWindow(__FILE__, 0, 0,
WINDOW_WIDTH, WINDOW_HEIGHT, SDL_WINDOW_OPENGL);
gl_context = SDL_GL_CreateContext(window);
glewInit();
/* OpenGL init. */
{
program = common_get_shader_program(vertex_shader_source, fragment_shader_source);
attribute_coord2d = glGetAttribLocation(program, attribute_name);
if (attribute_coord2d == -1) {
fprintf(stderr, "error: attribute_coord2d: %s\n", attribute_name);
return EXIT_FAILURE;
}
height_location = glGetUniformLocation(program, "height");
periods_x_location = glGetUniformLocation(program, "periods_x");
periods_y_location = glGetUniformLocation(program, "periods_y");
pi2_location = glGetUniformLocation(program, "pi2");
time_location = glGetUniformLocation(program, "time");
width_location = glGetUniformLocation(program, "width");
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glUseProgram(program);
glViewport(0, 0, WIDTH, HEIGHT);
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glGenBuffers(1, &ibo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indexes), indexes, GL_STATIC_DRAW);
glGetBufferParameteriv(GL_ELEMENT_ARRAY_BUFFER, GL_BUFFER_SIZE, &ibo_size);
glUniform1f(pi2_location, pi2);
glUniform1f(width_location, WIDTH);
glUniform1f(height_location, HEIGHT);
glUniform1f(periods_x_location, periods_x);
glUniform1f(periods_y_location, periods_y);
}
initial_time = common_get_secs();
common_fps_init();
while (1) {
dt = common_get_secs() - initial_time;
/* OpenGL draw. */
glClear(GL_COLOR_BUFFER_BIT);
glEnableVertexAttribArray(attribute_coord2d);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glVertexAttribPointer(attribute_coord2d, 2, GL_FLOAT, GL_FALSE, 0, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
glUniform1f(time_location, dt);
glDrawElements(GL_TRIANGLES, ibo_size / sizeof(indexes[0]), GL_UNSIGNED_INT, 0);
glDisableVertexAttribArray(attribute_coord2d);
common_fps_update_and_print();
SDL_GL_SwapWindow(window);
if (SDL_PollEvent(&event) && event.type == SDL_QUIT)
break;
}
/* OpenGL cleanup. */
glDeleteBuffers(1, &ibo);
glDeleteBuffers(1, &vbo);
glDeleteProgram(program);
/* SDL cleanup. */
SDL_GL_DeleteContext(gl_context);
SDL_DestroyWindow(window);
SDL_Quit();
return EXIT_SUCCESS;
}
然后:
gcc -Wall -std=c11 a.c -lSDL2 -lm -lGL -lGLEW
recordmydesktop screen capture including FPS periodically printed to terminal and converted to GIF 上传:
GitHub 上游:
我正在模拟云(实际云),云由 3D 点模拟,然后投影到 2D 热图中,大约 640x480 单位大。点数约为 50k,这是我在不中断模拟的情况下可以达到的最小点数,但我似乎找不到以任何速度执行此操作的方法(通常需要 3-5 秒的运行时间)
我想我的问题是,普通计算机是否可以做到这一点?我通常低估了当今计算机的速度,但在这种情况下我可能高估了它们。我还没有优化模拟,但如果它完全不可能,那么现在就知道并省去麻烦是件好事。
如果可能的话,是否有任何技术可以证明对从点数据到热图的转换速度快到每秒更新 60 次有用?它实际上只是查看点数据并将转换后的结果写入二维数组,所以我认为它主要与内存查找有关。
肯定是可行的,估计就算是按CPU计算了。理想情况下,您应该使用 GPU。所需的 API 是 OpenCL or since you are rendering the results you might want to make use of Compute Shaders。
这两种技术都允许您编写一个在单个元素(点)上运行的小程序(着色器)。这些都在 GPU 上并行获得 运行,这应该允许它们 运行 非常快。
是,如果你的数据已经在内存中或者你可以快速计算它
只需尝试使用 SDL 纹理(或直接使用 OpenGL 纹理,这是 SDL 使用的):
heatmap.c
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#include <time.h>
#include <SDL2/SDL.h>
#define COLOR_MAX 255
double common_get_secs(void) {
struct timespec ts;
timespec_get(&ts, TIME_UTC);
return ts.tv_sec + (1e-9 * ts.tv_nsec);
}
const double COMMON_FPS_GRANULARITY_S = 0.5;
double common_fps_last_time_s;
unsigned int common_fps_nframes;
void common_fps_init() {
common_fps_nframes = 0;
common_fps_last_time_s = common_get_secs();
}
void common_fps_update_and_print() {
double dt, current_time_s;
current_time_s = common_get_secs();
common_fps_nframes++;
dt = current_time_s - common_fps_last_time_s;
if (dt > COMMON_FPS_GRANULARITY_S) {
printf("FPS = %f\n", common_fps_nframes / dt);
common_fps_last_time_s = current_time_s;
common_fps_nframes = 0;
}
}
int main(void) {
SDL_Event event;
SDL_Renderer *renderer = NULL;
SDL_Texture *texture = NULL;
SDL_Window *window = NULL;
Uint8 *base;
int pitch;
void *pixels = NULL;
const unsigned int
WINDOW_WIDTH = 500,
WINDOW_HEIGHT = WINDOW_WIDTH;
const double
SPEED = WINDOW_WIDTH / 10.0,
CENTER_X = WINDOW_WIDTH / 2.0,
CENTER_Y = WINDOW_HEIGHT / 2.0,
PERIOD = WINDOW_WIDTH / 10.0,
PI2 = 2.0 * acos(-1.0);
double dt, initial_time;
float z;
unsigned int x, xc, y, yc;
SDL_Init(SDL_INIT_TIMER | SDL_INIT_VIDEO);
SDL_CreateWindowAndRenderer(WINDOW_WIDTH, WINDOW_WIDTH, 0, &window, &renderer);
texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_ARGB8888,
SDL_TEXTUREACCESS_STREAMING, WINDOW_WIDTH, WINDOW_HEIGHT);
initial_time = common_get_secs();
common_fps_init();
while (1) {
dt = common_get_secs() - initial_time;
SDL_LockTexture(texture, NULL, &pixels, &pitch);
for (x = 0; x < WINDOW_WIDTH; x++) {
for (y = 0; y < WINDOW_HEIGHT; y++) {
xc = CENTER_X - x;
yc = CENTER_Y - y;
/*z = COLOR_MAX * 0.5 * (1.0 + (sin(PI2 * (sqrt(xc*xc + yc*yc) - SPEED * dt) / PERIOD)));*/
z = (int)(x + y + SPEED * dt) % COLOR_MAX;
base = ((Uint8 *)pixels) + (4 * (x * WINDOW_WIDTH + y));
base[0] = 0;
base[1] = 0;
base[2] = z;
base[3] = COLOR_MAX;
}
}
SDL_UnlockTexture(texture);
SDL_RenderCopy(renderer, texture, NULL, NULL);
SDL_RenderPresent(renderer);
common_fps_update_and_print();
if (SDL_PollEvent(&event) && event.type == SDL_QUIT)
break;
}
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
return EXIT_SUCCESS;
}
编译并运行:
gcc -Wall -std=c11 -o heatmap.out heatmap.c -lSDL2 -lm
./heatmap.out
在Ubuntu16.04,更简单的计算:
z = (x + y + SPEED * dt) % COLOR_MAX
在配备 Nvidia NVS 5400M(2012 年中端)的 Lenovo Thinkpad T430 上达到 300 FPS。
所以当然,内存中的预计算结果会更快。
如果计算稍微复杂一点:
z = COLOR_MAX * 0.5 * (1.0 + (sin(PI2 * (sqrt(xc*xc + yc*yc) - SPEED * dt) / PERIOD)))
FPS 仅为 30,因此我们看到限制因素很快就变成了计算:
如果您不能运行 计算得足够快,您可能需要存储到磁盘以防止内存溢出,然后就是对磁盘和压缩方法(视频编解码器)进行基准测试。
片段着色器
如果你可以运行你的计算on the fragment shader,你可以实时做更复杂的事情。
用下面的代码,比较复杂的计算运行s at 3k FPS!
但实施起来会比较困难,所以请确保您需要它。
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#include <time.h>
#include <SDL2/SDL.h>
#define GLEW_STATIC
#include <GL/glew.h>
static const GLuint WIDTH = 500;
static const GLuint HEIGHT = 500;
static const GLchar* vertex_shader_source =
"#version 120\n"
"attribute vec2 coord2d;\n"
"void main(void) {\n"
" gl_Position = vec4(coord2d, 0.0, 1.0);\n"
"}\n";
static const GLchar* fragment_shader_source =
"#version 120\n"
"uniform float pi2;\n"
"uniform float time;\n"
"uniform float width;\n"
"uniform float height;\n"
"uniform float periods_x;\n"
"uniform float periods_y;\n"
"void main(void) {\n"
" float center_x = width / 2.0;"
" float center_y = height / 2.0;"
" float x = (gl_FragCoord.x - center_x) * periods_x / width;"
" float y = (gl_FragCoord.y - center_y) * periods_y / height;"
" gl_FragColor[0] = 0.5 * (1.0 + (sin((pi2 * (sqrt(x*x + y*y) - time)))));\n"
" gl_FragColor[1] = 0.0;\n"
" gl_FragColor[2] = 0.0;\n"
"}\n";
static const GLfloat vertices[] = {
-1.0, 1.0,
1.0, 1.0,
1.0, -1.0,
-1.0, -1.0,
};
static const GLuint indexes[] = {
0, 2, 1,
0, 3, 2,
};
double common_get_secs(void) {
struct timespec ts;
timespec_get(&ts, TIME_UTC);
return ts.tv_sec + (1e-9 * ts.tv_nsec);
}
const double COMMON_FPS_GRANULARITY_S = 0.5;
double common_fps_last_time_s;
unsigned int common_fps_nframes;
void common_fps_init() {
common_fps_nframes = 0;
common_fps_last_time_s = common_get_secs();
}
void common_fps_update_and_print() {
double dt, current_time_s;
current_time_s = common_get_secs();
common_fps_nframes++;
dt = current_time_s - common_fps_last_time_s;
if (dt > COMMON_FPS_GRANULARITY_S) {
printf("FPS = %f\n", common_fps_nframes / dt);
common_fps_last_time_s = current_time_s;
common_fps_nframes = 0;
}
}
/* Copy paste. Upstream on OpenGL. */
GLint common_get_shader_program(
const char *vertex_shader_source,
const char *fragment_shader_source) {
GLchar *log = NULL;
GLint fragment_shader, log_length, program, success, vertex_shader;
/* Vertex shader */
vertex_shader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex_shader, 1, &vertex_shader_source, NULL);
glCompileShader(vertex_shader);
glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &success);
glGetShaderiv(vertex_shader, GL_INFO_LOG_LENGTH, &log_length);
log = malloc(log_length);
if (log_length > 0) {
glGetShaderInfoLog(vertex_shader, log_length, NULL, log);
printf("vertex shader log:\n\n%s\n", log);
}
if (!success) {
printf("vertex shader compile error\n");
exit(EXIT_FAILURE);
}
/* Fragment shader */
fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment_shader, 1, &fragment_shader_source, NULL);
glCompileShader(fragment_shader);
glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &success);
glGetShaderiv(fragment_shader, GL_INFO_LOG_LENGTH, &log_length);
if (log_length > 0) {
log = realloc(log, log_length);
glGetShaderInfoLog(fragment_shader, log_length, NULL, log);
printf("fragment shader log:\n\n%s\n", log);
}
if (!success) {
printf("fragment shader compile error\n");
exit(EXIT_FAILURE);
}
/* Link shaders */
program = glCreateProgram();
glAttachShader(program, vertex_shader);
glAttachShader(program, fragment_shader);
glLinkProgram(program);
glGetProgramiv(program, GL_LINK_STATUS, &success);
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &log_length);
if (log_length > 0) {
log = realloc(log, log_length);
glGetProgramInfoLog(program, log_length, NULL, log);
printf("shader link log:\n\n%s\n", log);
}
if (!success) {
printf("shader link error");
exit(EXIT_FAILURE);
}
free(log);
glDeleteShader(vertex_shader);
glDeleteShader(fragment_shader);
return program;
}
int main(void) {
/* SDL variables. */
SDL_Event event;
SDL_Window *window;
SDL_GLContext gl_context;
const unsigned int WINDOW_WIDTH = 500, WINDOW_HEIGHT = WINDOW_WIDTH;
double dt, initial_time;
/* OpenGL variables. */
GLint
attribute_coord2d,
ibo_size,
width_location,
height_location,
time_location,
periods_x_location,
periods_y_location,
pi2_location,
program
;
GLuint ibo, vbo;
const char *attribute_name = "coord2d";
const float
periods_x = 10.0,
periods_y = 10.0,
pi2 = 2.0 * acos(-1.0)
;
/* SDL init. */
SDL_Init(SDL_INIT_TIMER | SDL_INIT_VIDEO);
window = SDL_CreateWindow(__FILE__, 0, 0,
WINDOW_WIDTH, WINDOW_HEIGHT, SDL_WINDOW_OPENGL);
gl_context = SDL_GL_CreateContext(window);
glewInit();
/* OpenGL init. */
{
program = common_get_shader_program(vertex_shader_source, fragment_shader_source);
attribute_coord2d = glGetAttribLocation(program, attribute_name);
if (attribute_coord2d == -1) {
fprintf(stderr, "error: attribute_coord2d: %s\n", attribute_name);
return EXIT_FAILURE;
}
height_location = glGetUniformLocation(program, "height");
periods_x_location = glGetUniformLocation(program, "periods_x");
periods_y_location = glGetUniformLocation(program, "periods_y");
pi2_location = glGetUniformLocation(program, "pi2");
time_location = glGetUniformLocation(program, "time");
width_location = glGetUniformLocation(program, "width");
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glUseProgram(program);
glViewport(0, 0, WIDTH, HEIGHT);
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glGenBuffers(1, &ibo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indexes), indexes, GL_STATIC_DRAW);
glGetBufferParameteriv(GL_ELEMENT_ARRAY_BUFFER, GL_BUFFER_SIZE, &ibo_size);
glUniform1f(pi2_location, pi2);
glUniform1f(width_location, WIDTH);
glUniform1f(height_location, HEIGHT);
glUniform1f(periods_x_location, periods_x);
glUniform1f(periods_y_location, periods_y);
}
initial_time = common_get_secs();
common_fps_init();
while (1) {
dt = common_get_secs() - initial_time;
/* OpenGL draw. */
glClear(GL_COLOR_BUFFER_BIT);
glEnableVertexAttribArray(attribute_coord2d);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glVertexAttribPointer(attribute_coord2d, 2, GL_FLOAT, GL_FALSE, 0, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
glUniform1f(time_location, dt);
glDrawElements(GL_TRIANGLES, ibo_size / sizeof(indexes[0]), GL_UNSIGNED_INT, 0);
glDisableVertexAttribArray(attribute_coord2d);
common_fps_update_and_print();
SDL_GL_SwapWindow(window);
if (SDL_PollEvent(&event) && event.type == SDL_QUIT)
break;
}
/* OpenGL cleanup. */
glDeleteBuffers(1, &ibo);
glDeleteBuffers(1, &vbo);
glDeleteProgram(program);
/* SDL cleanup. */
SDL_GL_DeleteContext(gl_context);
SDL_DestroyWindow(window);
SDL_Quit();
return EXIT_SUCCESS;
}
然后:
gcc -Wall -std=c11 a.c -lSDL2 -lm -lGL -lGLEW
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