view R/sdl.rnw @ 29:6cc2b7fc7ea2

bigger pydc update: - cleanups and refactoring - python 2 fixes in var conversions (especially w/ respect to int vs long) - fix to pydc.free() which didn't work at all - fix to return python bool as actual bool - test lib covering all conversions (manual verification, though :-/)
author Tassilo Philipp
date Wed, 08 Apr 2020 22:17:43 +0200
parents 0cfcc391201f
children
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% \VignetteIndexEntry{Multimedia programming with R, rdyncall, libSDL and OpenGL}
% \VignetteKeyword{low-level}
% \VignetteKeyword{rdyncall}
% \VignetteKeyword{dyncall}
% \VignetteKeyword{multimedia}
\documentclass{article}
\usepackage{url}
\begin{document}
\title{Multimedia programming with R, rdyncall, libSDL and OpenGL}
\author{Daniel Adler}
\maketitle
\section{Introduction}

Via the rdyncall package it is possible to write system-level
software in R. In this vignette we focus on multimedia programming
in R using the SDL and OpenGL shared libraries.
This vignette describes several issues involved in using the rdyncall
package with C level interfaces of OpenGL and SDL. This text is
not at all a reference to OpenGL or SDL. There are other much better
text books and tutorials available.

See \url{http://www.libsdl.org} and \url{http://www.opengl.org} for further
links to tutorials.

\section{Dynamic R bindings of shared libraries}

Initially, one needs to dynamically link SDL, OpenGL and OpenGL Utility 
Library to the R session.
This can be done using the rdyncall package and the dynports.

<<>>=
library(rdyncall)
dynport(SDL)
dynport(GL)
dynport(GLU)
@

\section{Initialize SDL}

We need to initialize the SDL library using the \verb@SDL_Init()@ function
giving a bitmask of subsystems to be enabled (such as Video, Audio, Joystick etc.).

<<>>=
subsystems <- SDL_INIT_VIDEO
SDL_Init(subsystems)
@

The variable subsystem is a bitmask encoded in a double constant, also
the C API expects to have an unsigned int. rdyncall cares for a correct
coercion to unsigned int. By addition of several double constants, 
we can initialize multiple subsystems.

To see what subsystems SDL offers, we can explore the SDL dynport using e.g.
the apropos base R command:

<<>>=
apropos("SDL_INIT_")
@

\section{Opening an SDL/OpenGL Video Surface}

Let us open a new OpenGL Display using \verb@SDL_SetVideoMode()@. The parameters are:

\begin{description}
\item[width] The width in pixel.
\item[height] The height in pixel
\item[bpp]
\item[flags] Bit flags to be combined with '+'. \verb@SDL_OPENGL@ and \verb@SDL_DOUBLEBUF@ are typical for OpenGL real-time applications.
\end{description}

Some useful Flags:

\begin{description}
\item[SDL\_OPENGL] Request an OpenGL context to be initialized for this surfacce.
\item[SDL\_DOUBLEBUF] Rendering into a back buffer and allow to flip the surfaces in one shot.
\item[SDL\_FULLSCREEN] Put the display in fullscreen mode.
\end{description}

<<eval=FALSE>>=
width <- 640
height <- 480
bitsperpixel <- 32
flags <- SDL_OPENGL+SDL_DOUBLEBUF
surface <- SDL_SetVideoMode(width,height,bitsperpixel,flags)
@

The surface object can be printed in R:

<<eval=FALSE>>=
print(surface)
@

\section{Clear the screen and update}

To clear the display with a constant color value, one needs to specifying the
\emph{clear color} first and then clear the \emph{color buffer}.

<<eval=FALSE>>=
glClearColor(0.1,0.2,0.3,0.0)
glClear(GL_COLOR_BUFFER_BIT)
@

To see the results, we need to flip the surface - all operations in
\emph{double buffering} graphics mode are done in the back and will
be presented in one shot to prevent semi-finished drawing artefacts.

<<eval=FALSE>>=
SDL_GL_SwapBuffers()
@

\section{Writing the mainloop}

This was interactive, but SDL and OpenGL are designed for writing
multimedia applications and we do this in R.

These types of applications run a simple loop such as the interactive
loop of R (read-evaluate-print loop).
The loop will run until the application should quit. A reference play time
will be computed for each loop iteration using \verb@SDL_GetTicks()@ (divided by 1000
gives seconds).
We will clear our display using a blinking color which changes intensity from
black to a specified color. We drop the loop after 3 seconds.

<<eval=FALSE>>=
blinkspeed <- 2.0 

draw <- function(t) {
  intensity <- t %% blinkspeed / blinkspeed
  glClearColor(0.8*intensity,0.6*intensity,1.0*intensity,0.0)
  glClear(GL_COLOR_BUFFER_BIT)
}

mainloop <- function()
{
  quit <- FALSE

  starttime <- SDL_GetTicks() / 1000

  playtime  <- 0
  while(!quit) {
    # blink the screen using an intensity blending from 0 to 1 
    
    draw(playtime)
    
    SDL_GL_SwapBuffers()
  
    # update playtime:
    now <- SDL_GetTicks() / 1000.0
    playtime <- now - starttime

    # stop after three seconds
    if (playtime > 3.0) quit <- TRUE
  }
}
# run the loop
mainloop()
@

\section{Rendering 3D graphics} 

To render a 3D scene, one specifies the 3D projection first, sets up the
camera position in space and then specifies the positions and primitive
geometries such as points, lines and triangles.

First we specify the attributes of our virtual camera, that is 
the field of view angle, the aspect ratio between width and height (which
should match the one of our surface) and the near and far z-plane orthogonal
to the camera center projection vector.

<<eval=FALSE>>=
setupProjection <- function()
{
  glMatrixMode(GL_PROJECTION)
  glLoadIdentity()
  fovy   <- 60.0
  aspect <- width / height
  znear  <- 10
  zfar   <- 100
  gluPerspective(fovy, aspect, znear, zfar)
}
@

Next, we need to setup the position of our camera in space using
the gluLookAt API which gets three vectors eye, center and up.

<<eval=FALSE>>=
setupCamera <- function(eye=c(0,0,-2),center=c(0,0,0),up=c(0,1,0))
{
  glMatrixMode(GL_MODELVIEW)
  glLoadIdentity()
  gluLookAt(eye[[1]],eye[[2]],eye[[3]],center[[1]],center[[2]],center[[3]],up[[1]],up[[2]],up[[3]])
}
@

What follows is a short routine to draw a million 3D coordinates generated
by rnorm.

<<eval=FALSE>>=
draw <- function()
{
  npoints <- 1000000
  dims    <- 3
  data    <- rnorm(npoints*dims)
  type    <- GL_DOUBLE
  stride  <- 0
  glEnableClientState(GL_VERTEX_ARRAY_POINTER)
  glVertexPointer(dims,type,stride,data)
  stgrtindex <- 0
  glDrawArrays(GL_POINTS, startindex, npoints)
  glDisableClientState(GL_VERTEX_ARRAY_POINTER)
}
@

\section{Handling User-Input Events}

We will exchange the default behaviour of stopping after three seconds
with processing user-input events such as mouse, keyboard and joystick input
or pressing the close window button.

SDL uses a C structure to report user-interface events. One calls
a function called \verb@SDL_PollEvent()@ given the reference of this structure.

<<eval=FALSE>>=
processEvents <- function(env)
{
  evt <- new.struct(SDL_Event)
  quit <- FALSE
  while(!quit) {
    while( SDL_PollEvent(evt) ) {
      type <- evt$type
      if (type == SDL_QUIT) {
        env$quit <- TRUE
      } else if (type == SDL_MOUSEMOTION) {
        motion <- evt$motion
        cat(motion$xrel,",",motion$yrel,"\n")
      }
    }
  }
}
@

\end{document}