3dphotoshoot

diff src/game.cc @ 20:c14613d27a3a

writing a C++ shader class for this
author John Tsiombikas <nuclear@member.fsf.org>
date Thu, 11 Jun 2015 02:53:43 +0300
parents src/game.c@aef7f51f6397
children 4ca4e3c5a754
line diff
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/src/game.cc	Thu Jun 11 02:53:43 2015 +0300
     1.3 @@ -0,0 +1,270 @@
     1.4 +#include <stdio.h>
     1.5 +#include <stdlib.h>
     1.6 +#include <math.h>
     1.7 +#include <assert.h>
     1.8 +#include "opengl.h"
     1.9 +#include "game.h"
    1.10 +#include "camera.h"
    1.11 +#include "sdr.h"
    1.12 +#include "sanegl.h"
    1.13 +#include "texture.h"
    1.14 +
    1.15 +static void draw_quad(float hsz, float vsz, unsigned int sdr);
    1.16 +
    1.17 +static int win_width, win_height;
    1.18 +static float win_aspect;
    1.19 +static int video_width, video_height;
    1.20 +static float video_aspect;
    1.21 +static unsigned int sdrprog, sdrprog_test;
    1.22 +static int uloc_tex, uloc_test_tex;
    1.23 +static struct texture *test_tex;
    1.24 +
    1.25 +enum { ATTR_VERTEX, ATTR_TEXCOORD };
    1.26 +
    1.27 +static const char *vsdr_source =
    1.28 +	"attribute vec4 attr_vertex, attr_texcoord;\n"
    1.29 +	"uniform mat4 matrix_modelview, matrix_projection, matrix_texture;\n"
    1.30 +	"varying vec4 tex_coords;\n"
    1.31 +	"void main()\n"
    1.32 +	"{\n"
    1.33 +	"\tmat4 mvp = matrix_projection * matrix_modelview;\n"
    1.34 +	"\tgl_Position = mvp * attr_vertex;\n"
    1.35 +	"\ttex_coords = matrix_texture * attr_texcoord;\n"
    1.36 +	"}\n";
    1.37 +
    1.38 +static const char *psdr_cam_source =
    1.39 +	"#extension GL_OES_EGL_image_external : require\n"
    1.40 +	"precision mediump float;\n"
    1.41 +	"uniform samplerExternalOES tex;\n"
    1.42 +	"varying vec4 tex_coords;\n"
    1.43 +	"void main()\n"
    1.44 +	"{\n"
    1.45 +	"\tvec4 texel = texture2D(tex, tex_coords.xy);\n"
    1.46 +	"\tgl_FragColor = vec4(texel.xyz, 1.0);\n"
    1.47 +	"}\n";
    1.48 +
    1.49 +static const char *psdr_tex_source =
    1.50 +	"precision mediump float;\n"
    1.51 +	"uniform sampler2D tex;\n"
    1.52 +	"varying vec4 tex_coords;\n"
    1.53 +	"void main()\n"
    1.54 +	"{\n"
    1.55 +	"\tvec4 texel = texture2D(tex, tex_coords.xy);\n"
    1.56 +	"\tgl_FragColor = texel;\n"
    1.57 +	"}\n";
    1.58 +
    1.59 +extern "C" int game_init(void)
    1.60 +{
    1.61 +	unsigned int vsdr, psdr_cam, psdr_tex;
    1.62 +
    1.63 +	//glEnable(GL_DEPTH_TEST);
    1.64 +	glEnable(GL_CULL_FACE);
    1.65 +
    1.66 +	glClearColor(0.4, 0.4, 0.4, 1);
    1.67 +
    1.68 +	if(!(vsdr = create_vertex_shader(vsdr_source)))
    1.69 +		return -1;
    1.70 +	assert(glGetError() == GL_NO_ERROR);
    1.71 +	if(!(psdr_cam = create_pixel_shader(psdr_cam_source)))
    1.72 +		return -1;
    1.73 +	assert(glGetError() == GL_NO_ERROR);
    1.74 +	if(!(psdr_tex = create_pixel_shader(psdr_tex_source)))
    1.75 +		return -1;
    1.76 +	assert(glGetError() == GL_NO_ERROR);
    1.77 +	if(!(sdrprog = create_program_link(vsdr, psdr_cam, 0))) {
    1.78 +		fprintf(stderr, "failed to create shader program\n");
    1.79 +		return -1;
    1.80 +	}
    1.81 +	if(!(sdrprog_test = create_program_link(vsdr, psdr_tex, 0))) {
    1.82 +		fprintf(stderr, "failed to create test shader program\n");
    1.83 +		return -1;
    1.84 +	}
    1.85 +
    1.86 +	glUseProgram(sdrprog);
    1.87 +	glBindAttribLocation(sdrprog, ATTR_VERTEX, "attr_vertex");
    1.88 +	glBindAttribLocation(sdrprog, ATTR_TEXCOORD, "attr_texcoord");
    1.89 +	uloc_tex = glGetUniformLocation(sdrprog, "tex");
    1.90 +	glLinkProgram(sdrprog);
    1.91 +
    1.92 +	glUseProgram(sdrprog_test);
    1.93 +	glBindAttribLocation(sdrprog_test, ATTR_VERTEX, "attr_vertex");
    1.94 +	glBindAttribLocation(sdrprog_test, ATTR_TEXCOORD, "attr_texcoord");
    1.95 +	uloc_test_tex = glGetUniformLocation(sdrprog_test, "tex");
    1.96 +	glLinkProgram(sdrprog_test);
    1.97 +
    1.98 +	if(!(test_tex = get_texture("data/opengl.png"))) {
    1.99 +		return -1;
   1.100 +	}
   1.101 +
   1.102 +	cam_start_video();
   1.103 +	cam_video_size(&video_width, &video_height);
   1.104 +	if(video_height) {
   1.105 +		video_aspect = (float)video_width / (float)video_height;
   1.106 +	} else {
   1.107 +		video_aspect = 1.0;
   1.108 +	}
   1.109 +
   1.110 +	printf("started video %dx%d (aspect: %g)\n", video_width, video_height, video_aspect);
   1.111 +	return 0;
   1.112 +}
   1.113 +
   1.114 +extern "C" void game_shutdown(void)
   1.115 +{
   1.116 +	cam_shutdown();
   1.117 +	free_program(sdrprog);
   1.118 +}
   1.119 +
   1.120 +extern "C" void game_display(unsigned long msec)
   1.121 +{
   1.122 +	unsigned int tex;
   1.123 +	const float *tex_matrix;
   1.124 +	float xscale, yscale;
   1.125 +
   1.126 +	cam_update();
   1.127 +	tex = cam_texture();
   1.128 +	tex_matrix = cam_texture_matrix();
   1.129 +
   1.130 +	//float tsec = (float)msec / 1000.0f;
   1.131 +
   1.132 +	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
   1.133 +
   1.134 +	gl_matrix_mode(GL_MODELVIEW);
   1.135 +	gl_load_identity();
   1.136 +	gl_matrix_mode(GL_TEXTURE);
   1.137 +	gl_load_matrixf(tex_matrix);
   1.138 +
   1.139 +	glUseProgram(sdrprog);
   1.140 +	glBindTexture(GL_TEXTURE_EXTERNAL_OES, tex);
   1.141 +	if(uloc_tex >= 0) {
   1.142 +		glUniform1i(uloc_tex, 0);
   1.143 +	}
   1.144 +
   1.145 +	if(video_aspect > win_aspect) {
   1.146 +		xscale = 1.0;
   1.147 +		yscale = 1.0 / video_aspect;
   1.148 +	} else {
   1.149 +		xscale = video_aspect;
   1.150 +		yscale = 1.0;
   1.151 +	}
   1.152 +	draw_quad(xscale, yscale, sdrprog);
   1.153 +
   1.154 +	gl_matrix_mode(GL_TEXTURE);
   1.155 +	gl_load_identity();
   1.156 +	gl_translatef(0, 1, 0);
   1.157 +	gl_scalef(1, -1, 1);
   1.158 +	gl_matrix_mode(GL_MODELVIEW);
   1.159 +	gl_load_identity();
   1.160 +	gl_scalef((float)test_tex->width / (float)test_tex->height, 1, 1);
   1.161 +
   1.162 +	glUseProgram(sdrprog_test);
   1.163 +	glBindTexture(GL_TEXTURE_2D, test_tex->texid);
   1.164 +	if(uloc_test_tex >= 0) {
   1.165 +		glUniform1i(uloc_test_tex, 0);
   1.166 +	}
   1.167 +
   1.168 +	glEnable(GL_BLEND);
   1.169 +	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
   1.170 +
   1.171 +	draw_quad(0.5, 0.5, sdrprog_test);
   1.172 +
   1.173 +	glDisable(GL_BLEND);
   1.174 +}
   1.175 +
   1.176 +static void draw_quad(float hsz, float vsz, unsigned int sdr)
   1.177 +{
   1.178 +	static const float varr[] = {-1, -1, 1, -1, 1, 1, -1, 1};
   1.179 +	static const float tcarr[] = {0, 0, 1, 0, 1, 1, 0, 1};
   1.180 +
   1.181 +	gl_matrix_mode(GL_MODELVIEW);
   1.182 +	gl_push_matrix();
   1.183 +	gl_scalef(hsz, vsz, 1);
   1.184 +
   1.185 +	gl_apply_xform(sdr);
   1.186 +
   1.187 +	glEnableVertexAttribArray(ATTR_VERTEX);
   1.188 +	glEnableVertexAttribArray(ATTR_TEXCOORD);
   1.189 +	glVertexAttribPointer(ATTR_VERTEX, 2, GL_FLOAT, 0, 0, varr);
   1.190 +	glVertexAttribPointer(ATTR_TEXCOORD, 2, GL_FLOAT, 0, 0, tcarr);
   1.191 +
   1.192 +	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
   1.193 +
   1.194 +	glDisableVertexAttribArray(ATTR_VERTEX);
   1.195 +	glDisableVertexAttribArray(ATTR_TEXCOORD);
   1.196 +
   1.197 +	gl_pop_matrix();
   1.198 +}
   1.199 +
   1.200 +extern "C" void game_reshape(int x, int y)
   1.201 +{
   1.202 +	win_width = x;
   1.203 +	win_height = y;
   1.204 +	win_aspect = y ? (float)x / (float)y : 1.0;
   1.205 +	glViewport(0, 0, x, y);
   1.206 +
   1.207 +	gl_matrix_mode(GL_PROJECTION);
   1.208 +	gl_load_identity();
   1.209 +	gl_scalef((float)win_height / (float)win_width, 1, 1);
   1.210 +}
   1.211 +
   1.212 +extern "C" void game_keyboard(int key, int pressed)
   1.213 +{
   1.214 +	if(!pressed) return;
   1.215 +
   1.216 +	switch(key) {
   1.217 +	case 27:
   1.218 +		exit(0);
   1.219 +
   1.220 +	default:
   1.221 +		break;
   1.222 +	}
   1.223 +}
   1.224 +
   1.225 +#define MAX_TOUCH_IDS	16
   1.226 +static struct {
   1.227 +	int bnstate[8];
   1.228 +	int prev_x, prev_y;
   1.229 +} mstate[MAX_TOUCH_IDS];
   1.230 +
   1.231 +extern "C" void game_mouse_button(int id, int bn, int pressed, int x, int y)
   1.232 +{
   1.233 +	if(id >= MAX_TOUCH_IDS) return;
   1.234 +
   1.235 +	mstate[id].prev_x = x;
   1.236 +	mstate[id].prev_y = y;
   1.237 +	mstate[id].bnstate[bn] = pressed;
   1.238 +}
   1.239 +
   1.240 +extern "C" void game_mouse_motion(int id, int x, int y)
   1.241 +{
   1.242 +	/*
   1.243 +	int dx, dy, cx, cy;
   1.244 +
   1.245 +	if(id >= MAX_TOUCH_IDS) return;
   1.246 +
   1.247 +	cx = win_width / 2;
   1.248 +	cy = win_height / 2;
   1.249 +
   1.250 +	dx = x - mstate[id].prev_x;
   1.251 +	dy = y - mstate[id].prev_y;
   1.252 +	mstate[id].prev_x = x;
   1.253 +	mstate[id].prev_y = y;
   1.254 +
   1.255 +	if(!dx && !dy) return;
   1.256 +
   1.257 +	if(mouselook || mstate[id].bnstate[0]) {
   1.258 +		player_turn(&player, dx * 0.5, dy * 0.5);
   1.259 +	}
   1.260 +	if(mstate[id].bnstate[2]) {
   1.261 +		dbg_cam_dist += 0.1 * dy;
   1.262 +		if(dbg_cam_dist < 0.0) dbg_cam_dist = 0.0;
   1.263 +	}
   1.264 +
   1.265 +	if(mouselook) {
   1.266 +		warping_mouse = 1;
   1.267 +		set_mouse_pos(cx, cy);
   1.268 +		mstate[id].prev_x = cx;
   1.269 +		mstate[id].prev_y = cy;
   1.270 +	}
   1.271 +	*/
   1.272 +}
   1.273 +