generate data in thread
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26af4416c2
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2
Makefile
2
Makefile
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@ -4,7 +4,7 @@ SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui
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SOURCES += $(IMGUI_DIR)/backends/imgui_impl_glfw.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl3.cpp
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SOURCES += $(IMGUI_DIR)/backends/imgui_impl_glfw.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl3.cpp
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OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
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OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
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CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
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CXXFLAGS = -std=c++14 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
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CXXFLAGS += -g -Wall -Wformat -O2
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CXXFLAGS += -g -Wall -Wformat -O2
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LIBS =
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LIBS =
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46
main.cpp
46
main.cpp
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@ -1,4 +1,8 @@
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#include <cstdlib>
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#include <cstdlib>
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#include <thread>
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#include <chrono>
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#include <atomic>
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#include <mutex>
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#include <GLFW/glfw3.h>
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#include <GLFW/glfw3.h>
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@ -6,6 +10,28 @@
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#include <imgui_impl_glfw.h>
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#include <imgui_impl_glfw.h>
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#include <imgui_impl_opengl3.h>
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#include <imgui_impl_opengl3.h>
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static std::atomic<bool> terminate_dsp;
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static std::mutex waterfall_data_mutex;
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static int waterfall_width = 1600;
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static int waterfall_height = 700;
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static unsigned int waterfall_data[1600*700];
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static void dsp_thread() {
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using namespace std::chrono_literals;
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int t = 0;
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while(!terminate_dsp) {
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t++;
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{
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std::lock_guard<std::mutex> guard(waterfall_data_mutex);
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for(int y=0;y<waterfall_height;y++)
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for(int x=0;x<waterfall_width;x++)
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waterfall_data[y*waterfall_width+x] = (x+y+t) | 0xff000000;
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}
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std::this_thread::sleep_for(20ms);
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};
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}
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int main(int, char**)
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int main(int, char**)
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{
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{
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if (!glfwInit())
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if (!glfwInit())
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@ -38,9 +64,6 @@ int main(int, char**)
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ImGui_ImplOpenGL3_Init("#version 130");
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ImGui_ImplOpenGL3_Init("#version 130");
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std::atexit(ImGui_ImplOpenGL3_Shutdown);
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std::atexit(ImGui_ImplOpenGL3_Shutdown);
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int waterfall_width = 1600;
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int waterfall_height = 700;
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unsigned int waterfall_data[1600*700];
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GLuint waterfall;
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GLuint waterfall;
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glGenTextures(1, &waterfall);
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glGenTextures(1, &waterfall);
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glBindTexture(GL_TEXTURE_2D, waterfall);
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glBindTexture(GL_TEXTURE_2D, waterfall);
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@ -49,23 +72,28 @@ int main(int, char**)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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int t = 0;
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terminate_dsp = false;
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static std::thread dsp_thread_h = std::thread(dsp_thread);
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static auto TerminateDSP = []() {
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terminate_dsp = true;
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dsp_thread_h.join();
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};
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std::atexit(TerminateDSP);
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bool exit = false;
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bool exit = false;
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while(!exit && !glfwWindowShouldClose(window)) {
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while(!exit && !glfwWindowShouldClose(window)) {
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glfwPollEvents();
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glfwPollEvents();
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT);
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t++;
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for(int y=0;y<waterfall_height;y++)
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for(int x=0;x<waterfall_width;x++)
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waterfall_data[y*waterfall_width+x] = (x+y+t) | 0xff000000;
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glBindTexture(GL_TEXTURE_2D, waterfall);
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glBindTexture(GL_TEXTURE_2D, waterfall);
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#if defined(GL_UNPACK_ROW_LENGTH) && !defined(__EMSCRIPTEN__)
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#if defined(GL_UNPACK_ROW_LENGTH) && !defined(__EMSCRIPTEN__)
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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#endif
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#endif
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{
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std::lock_guard<std::mutex> guard(waterfall_data_mutex);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, waterfall_width, waterfall_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, waterfall_data);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, waterfall_width, waterfall_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, waterfall_data);
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}
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplGlfw_NewFrame();
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ImGui_ImplGlfw_NewFrame();
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