Plain port of particles example to GLFW 3.
diff --git a/examples/CMakeLists.txt b/examples/CMakeLists.txt
index 0199819..7a31f98 100644
--- a/examples/CMakeLists.txt
+++ b/examples/CMakeLists.txt
@@ -18,17 +18,21 @@
set(GETOPT ${GLFW_SOURCE_DIR}/deps/getopt.h
${GLFW_SOURCE_DIR}/deps/getopt.c)
+set(TINYCTHREAD ${GLFW_SOURCE_DIR}/deps/tinycthread.h
+ ${GLFW_SOURCE_DIR}/deps/tinycthread.c)
if (APPLE)
# Set fancy names for bundles
add_executable(Boing MACOSX_BUNDLE boing.c)
add_executable(Gears MACOSX_BUNDLE gears.c)
+ add_executable(Particles MACOSX_BUNDLE particles.c ${TINYCTHREAD})
add_executable(Simple MACOSX_BUNDLE simple.c)
add_executable("Split View" MACOSX_BUNDLE splitview.c)
add_executable(Wave MACOSX_BUNDLE wave.c)
set_target_properties(Boing PROPERTIES MACOSX_BUNDLE_BUNDLE_NAME "Boing")
set_target_properties(Gears PROPERTIES MACOSX_BUNDLE_BUNDLE_NAME "Gears")
+ set_target_properties(Particles PROPERTIES MACOSX_BUNDLE_BUNDLE_NAME "Particles")
set_target_properties(Simple PROPERTIES MACOSX_BUNDLE_BUNDLE_NAME "Simple")
set_target_properties("Split View" PROPERTIES MACOSX_BUNDLE_BUNDLE_NAME "Split View")
set_target_properties(Wave PROPERTIES MACOSX_BUNDLE_BUNDLE_NAME "Wave")
@@ -37,13 +41,14 @@
add_executable(boing WIN32 boing.c)
add_executable(gears WIN32 gears.c)
add_executable(heightmap WIN32 heightmap.c ${GETOPT})
+ add_executable(particles WIN32 particles.c ${TINYCTHREAD})
add_executable(simple WIN32 simple.c)
add_executable(splitview WIN32 splitview.c)
add_executable(wave WIN32 wave.c)
endif()
if (MSVC)
- set(WINDOWS_BINARIES boing gears heightmap simple splitview wave)
+ set(WINDOWS_BINARIES boing gears heightmap particles simple splitview wave)
# Tell MSVC to use main instead of WinMain for Windows subsystem executables
set_target_properties(${WINDOWS_BINARIES} PROPERTIES
@@ -51,7 +56,7 @@
endif()
if (APPLE)
- set(BUNDLE_BINARIES Boing Gears Simple "Split View" Wave)
+ set(BUNDLE_BINARIES Boing Gears Particles Simple "Split View" Wave)
set_target_properties(${BUNDLE_BINARIES} PROPERTIES
MACOSX_BUNDLE_SHORT_VERSION_STRING ${GLFW_VERSION}
diff --git a/examples/particles.c b/examples/particles.c
index 403a999..570dbdd 100644
--- a/examples/particles.c
+++ b/examples/particles.c
@@ -41,7 +41,11 @@
#include <stdio.h>
#include <string.h>
#include <math.h>
-#include <GL/glfw.h>
+
+#define GLFW_INCLUDE_GLU
+#include <GLFW/glfw3.h>
+
+#include <tinycthread.h>
// Define tokens for GL_EXT_separate_specular_color if not already defined
#ifndef GL_EXT_separate_specular_color
@@ -100,9 +104,9 @@
float dt; // Time since last frame (s)
int p_frame; // Particle physics frame number
int d_frame; // Particle draw frame number
- GLFWcond p_done; // Condition: particle physics done
- GLFWcond d_done; // Condition: particle draw done
- GLFWmutex particles_lock; // Particles data sharing mutex
+ cnd_t p_done; // Condition: particle physics done
+ cnd_t d_done; // Condition: particle draw done
+ mtx_t particles_lock; // Particles data sharing mutex
} thread_sync;
@@ -456,11 +460,12 @@
if( multithreading )
{
// Wait for particle physics thread to be done
- glfwLockMutex( thread_sync.particles_lock );
+ mtx_lock( &thread_sync.particles_lock );
while( running && thread_sync.p_frame <= thread_sync.d_frame )
{
- glfwWaitCond( thread_sync.p_done, thread_sync.particles_lock,
- 0.1 );
+ struct timespec ts = { 0, 100000000 };
+ cnd_timedwait( &thread_sync.p_done, &thread_sync.particles_lock,
+ &ts );
}
// Store the frame time and delta time for the physics thread
@@ -563,8 +568,8 @@
// thread
if( multithreading )
{
- glfwUnlockMutex( thread_sync.particles_lock );
- glfwSignalCond( thread_sync.d_done );
+ mtx_unlock( &thread_sync.particles_lock );
+ cnd_signal( &thread_sync.d_done );
}
// Draw final batch of particles (if any)
@@ -897,7 +902,7 @@
// Resize() - GLFW window resize callback function
//========================================================================
-void GLFWCALL Resize( int x, int y )
+void Resize( GLFWwindow* window, int x, int y )
{
width = x;
height = y > 0 ? y : 1; // Prevent division by zero in aspect calc.
@@ -908,16 +913,16 @@
// Input callback functions
//========================================================================
-void GLFWCALL KeyFun( int key, int action )
+void KeyFun( GLFWwindow* window, int key, int scancode, int action, int mods )
{
if( action == GLFW_PRESS )
{
switch( key )
{
- case GLFW_KEY_ESC:
+ case GLFW_KEY_ESCAPE:
running = 0;
break;
- case 'W':
+ case GLFW_KEY_W:
wireframe = !wireframe;
glPolygonMode( GL_FRONT_AND_BACK,
wireframe ? GL_LINE : GL_FILL );
@@ -933,18 +938,19 @@
// PhysicsThreadFun() - Thread for updating particle physics
//========================================================================
-void GLFWCALL PhysicsThreadFun( void *arg )
+int PhysicsThreadFun( void *arg )
{
while( running )
{
// Lock mutex
- glfwLockMutex( thread_sync.particles_lock );
+ mtx_lock( &thread_sync.particles_lock );
// Wait for particle drawing to be done
while( running && thread_sync.p_frame > thread_sync.d_frame )
{
- glfwWaitCond( thread_sync.d_done, thread_sync.particles_lock,
- 0.1 );
+ struct timespec ts = { 0, 100000000 };
+ cnd_timedwait( &thread_sync.d_done, &thread_sync.particles_lock,
+ &ts );
}
// No longer running?
@@ -960,9 +966,11 @@
thread_sync.p_frame ++;
// Unlock mutex and signal drawing thread
- glfwUnlockMutex( thread_sync.particles_lock );
- glfwSignalCond( thread_sync.p_done );
+ mtx_unlock( &thread_sync.particles_lock );
+ cnd_signal( &thread_sync.p_done );
}
+
+ return 0;
}
@@ -974,7 +982,8 @@
{
int i, frames, benchmark;
double t0, t;
- GLFWthread physics_thread = 0;
+ thrd_t physics_thread = 0;
+ GLFWwindow* window;
// Use multithreading by default, but don't benchmark
multithreading = 1;
@@ -1028,24 +1037,25 @@
}
// Open OpenGL fullscreen window
- if( !glfwOpenWindow( WIDTH, HEIGHT, 0,0,0,0, 16,0, GLFW_FULLSCREEN ) )
+ window = glfwCreateWindow( WIDTH, HEIGHT, "Particle Engine",
+ glfwGetPrimaryMonitor(), NULL);
+ if( !window )
{
fprintf( stderr, "Failed to open GLFW window\n" );
glfwTerminate();
exit( EXIT_FAILURE );
}
- // Set window title
- glfwSetWindowTitle( "Particle engine" );
+ glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
- // Disable VSync (we want to get as high FPS as possible!)
+ glfwMakeContextCurrent(window);
glfwSwapInterval( 0 );
// Window resize callback function
- glfwSetWindowSizeCallback( Resize );
+ glfwSetWindowSizeCallback( window, Resize );
// Set keyboard input callback function
- glfwSetKeyCallback( KeyFun );
+ glfwSetKeyCallback( window, KeyFun );
// Upload particle texture
glGenTextures( 1, &particle_tex_id );
@@ -1099,10 +1109,15 @@
{
thread_sync.p_frame = 0;
thread_sync.d_frame = 0;
- thread_sync.particles_lock = glfwCreateMutex();
- thread_sync.p_done = glfwCreateCond();
- thread_sync.d_done = glfwCreateCond();
- physics_thread = glfwCreateThread( PhysicsThreadFun, NULL );
+ mtx_init(&thread_sync.particles_lock, mtx_timed);
+ cnd_init(&thread_sync.p_done);
+ cnd_init(&thread_sync.d_done);
+
+ if (thrd_create( &physics_thread, PhysicsThreadFun, NULL ) != thrd_success)
+ {
+ glfwTerminate();
+ exit(EXIT_FAILURE);
+ }
}
// Main loop
@@ -1117,10 +1132,11 @@
Draw( t );
// Swap buffers
- glfwSwapBuffers();
+ glfwSwapBuffers(window);
+ glfwPollEvents();
// Check if window was closed
- running = running && glfwGetWindowParam( GLFW_OPENED );
+ running = running && !glfwWindowShouldClose( window );
// Increase frame count
frames ++;
@@ -1136,7 +1152,7 @@
// Wait for particle physics thread to die
if( multithreading )
{
- glfwWaitThread( physics_thread, GLFW_WAIT );
+ thrd_join( physics_thread, NULL );
}
// Display profiling information
@@ -1144,6 +1160,8 @@
(double)frames / t );
printf( " (multithreading %s)\n", multithreading ? "on" : "off" );
+ glfwDestroyWindow(window);
+
// Terminate OpenGL
glfwTerminate();