cubemapper

annotate src/app.cc @ 3:f5cc465eb735

save cubemaps of the same file format as the opened file
author John Tsiombikas <nuclear@member.fsf.org>
date Fri, 28 Jul 2017 15:50:00 +0300
parents e308561f9889
children 2bfafdced01a
rev   line source
nuclear@0 1 #include <stdio.h>
nuclear@0 2 #include <stdlib.h>
nuclear@0 3 #include <string.h>
nuclear@0 4 #include <math.h>
nuclear@0 5 #include <assert.h>
nuclear@0 6 #include <imago2.h>
nuclear@0 7 #include "app.h"
nuclear@0 8 #include "opengl.h"
nuclear@0 9 #include "texture.h"
nuclear@0 10 #include "mesh.h"
nuclear@0 11 #include "meshgen.h"
nuclear@0 12
nuclear@2 13 static void draw_equilateral();
nuclear@2 14 static void draw_cubemap();
nuclear@0 15 static bool parse_args(int argc, char **argv);
nuclear@0 16
nuclear@1 17 static void flip_image(float *pixels, int xsz, int ysz);
nuclear@1 18
nuclear@3 19 static const char *img_fname, *img_suffix;
nuclear@0 20 static float cam_theta, cam_phi;
nuclear@0 21
nuclear@0 22 static Texture *pano_tex;
nuclear@0 23 static Mesh *pano_mesh;
nuclear@0 24
nuclear@0 25 static int win_width, win_height;
nuclear@2 26 static int show_cubemap;
nuclear@2 27
nuclear@2 28 static unsigned int fbo;
nuclear@2 29 static unsigned int cube_tex;
nuclear@2 30 static int cube_size;
nuclear@0 31
nuclear@0 32
nuclear@0 33 bool app_init(int argc, char **argv)
nuclear@0 34 {
nuclear@0 35 if(!parse_args(argc, argv)) {
nuclear@0 36 return false;
nuclear@0 37 }
nuclear@0 38 if(!img_fname) {
nuclear@0 39 fprintf(stderr, "please specify an equilateral panoramic image\n");
nuclear@0 40 return false;
nuclear@0 41 }
nuclear@0 42
nuclear@0 43 if(!init_opengl()) {
nuclear@0 44 return false;
nuclear@0 45 }
nuclear@0 46
nuclear@2 47 glEnable(GL_MULTISAMPLE);
nuclear@0 48
nuclear@0 49 Mesh::use_custom_sdr_attr = false;
nuclear@0 50 pano_mesh = new Mesh;
nuclear@0 51 gen_sphere(pano_mesh, 1.0, 80, 40);
nuclear@0 52 pano_mesh->flip();
nuclear@0 53 Mat4 xform;
nuclear@0 54 xform.rotation_y(-M_PI / 2.0); // rotate the sphere to face the "front" part of the image
nuclear@0 55 pano_mesh->apply_xform(xform, xform);
nuclear@0 56
nuclear@0 57 xform.scaling(-1, 1, 1); // flip horizontal texcoord since we're inside the sphere
nuclear@0 58 pano_mesh->texcoord_apply_xform(xform);
nuclear@0 59
nuclear@0 60 pano_tex = new Texture;
nuclear@0 61 if(!pano_tex->load(img_fname)) {
nuclear@0 62 return false;
nuclear@0 63 }
nuclear@1 64 printf("loaded image: %dx%d\n", pano_tex->get_width(), pano_tex->get_height());
nuclear@2 65
nuclear@3 66 if(!(img_suffix = strrchr(img_fname, '.'))) {
nuclear@3 67 img_suffix = ".jpg";
nuclear@3 68 }
nuclear@3 69
nuclear@2 70 // create cubemap
nuclear@2 71 cube_size = pano_tex->get_height();
nuclear@2 72 glGenTextures(1, &cube_tex);
nuclear@2 73 glBindTexture(GL_TEXTURE_CUBE_MAP, cube_tex);
nuclear@2 74 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
nuclear@2 75 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
nuclear@2 76 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
nuclear@2 77 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
nuclear@2 78 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
nuclear@2 79
nuclear@2 80 for(int i=0; i<6; i++) {
nuclear@2 81 glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, cube_size, cube_size,
nuclear@2 82 0, GL_RGB, GL_FLOAT, 0);
nuclear@2 83 }
nuclear@2 84
nuclear@2 85
nuclear@2 86 // create fbo
nuclear@2 87 glGenFramebuffers(1, &fbo);
nuclear@2 88
nuclear@2 89 // tex-gen for cubemap visualization
nuclear@2 90 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
nuclear@2 91 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
nuclear@2 92 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
nuclear@2 93 float planes[][4] = {{1, 0, 0, 0}, {0, 1, 0, 0}, {0, 0, 1, 0}};
nuclear@2 94 glTexGenfv(GL_S, GL_OBJECT_PLANE, planes[0]);
nuclear@2 95 glTexGenfv(GL_T, GL_OBJECT_PLANE, planes[1]);
nuclear@2 96 glTexGenfv(GL_R, GL_OBJECT_PLANE, planes[2]);
nuclear@0 97 return true;
nuclear@0 98 }
nuclear@0 99
nuclear@0 100 void app_cleanup()
nuclear@0 101 {
nuclear@0 102 delete pano_mesh;
nuclear@0 103 delete pano_tex;
nuclear@0 104 }
nuclear@0 105
nuclear@0 106 void app_draw()
nuclear@0 107 {
nuclear@0 108 glClear(GL_COLOR_BUFFER_BIT);
nuclear@0 109
nuclear@0 110 Mat4 view_matrix;
nuclear@0 111 view_matrix.pre_rotate_x(deg_to_rad(cam_phi));
nuclear@0 112 view_matrix.pre_rotate_y(deg_to_rad(cam_theta));
nuclear@0 113
nuclear@0 114 glMatrixMode(GL_MODELVIEW);
nuclear@0 115 glLoadMatrixf(view_matrix[0]);
nuclear@0 116
nuclear@2 117 if(show_cubemap) {
nuclear@2 118 draw_cubemap();
nuclear@2 119
nuclear@2 120 glColor3f(0, 0, 0);
nuclear@2 121 app_print_text(10, 10, "cubemap");
nuclear@2 122 glColor3f(0, 0.8, 1);
nuclear@2 123 app_print_text(8, 13, "cubemap");
nuclear@2 124 } else {
nuclear@2 125 draw_equilateral();
nuclear@2 126
nuclear@2 127 glColor3f(0, 0, 0);
nuclear@2 128 app_print_text(10, 10, "equilateral");
nuclear@2 129 glColor3f(1, 0.8, 0);
nuclear@2 130 app_print_text(8, 13, "equilateral");
nuclear@2 131 }
nuclear@2 132 glColor3f(1, 1, 1);
nuclear@0 133
nuclear@0 134 app_swap_buffers();
nuclear@0 135 assert(glGetError() == GL_NO_ERROR);
nuclear@0 136 }
nuclear@0 137
nuclear@0 138 void render_cubemap()
nuclear@0 139 {
nuclear@2 140 printf("rendering cubemap %dx%d\n", cube_size, cube_size);
nuclear@0 141
nuclear@2 142 float *pixels = new float[cube_size * cube_size * 3];
nuclear@2 143
nuclear@2 144 glViewport(0, 0, cube_size, cube_size);
nuclear@0 145
nuclear@0 146 Mat4 viewmat[6];
nuclear@0 147 viewmat[0].rotation_y(deg_to_rad(90)); // +X
nuclear@2 148 viewmat[1].rotation_y(deg_to_rad(-90)); // -X
nuclear@2 149 viewmat[2].rotation_x(deg_to_rad(90)); // +Y
nuclear@2 150 viewmat[2].rotate_y(deg_to_rad(180));
nuclear@2 151 viewmat[3].rotation_x(deg_to_rad(-90)); // -Y
nuclear@2 152 viewmat[3].rotate_y(deg_to_rad(180));
nuclear@2 153 viewmat[4].rotation_y(deg_to_rad(180)); // +Z
nuclear@0 154
nuclear@2 155 // this must coincide with the order of GL_TEXTURE_CUBE_MAP_* values
nuclear@3 156 static const char *fname_pattern[] = {
nuclear@3 157 "cubemap_px%s",
nuclear@3 158 "cubemap_nx%s",
nuclear@3 159 "cubemap_py%s",
nuclear@3 160 "cubemap_ny%s",
nuclear@3 161 "cubemap_pz%s",
nuclear@3 162 "cubemap_nz%s"
nuclear@0 163 };
nuclear@3 164 static char fname[64];
nuclear@0 165
nuclear@0 166 glMatrixMode(GL_PROJECTION);
nuclear@2 167 glPushMatrix();
nuclear@0 168 glLoadIdentity();
nuclear@2 169 gluPerspective(90, 1.0, 0.5, 500.0);
nuclear@2 170 glScalef(-1, -1, 1);
nuclear@2 171
nuclear@2 172 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
nuclear@0 173
nuclear@0 174 for(int i=0; i<6; i++) {
nuclear@2 175 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
nuclear@2 176 GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, cube_tex, 0);
nuclear@2 177
nuclear@0 178 glClear(GL_COLOR_BUFFER_BIT);
nuclear@0 179
nuclear@0 180 glMatrixMode(GL_MODELVIEW);
nuclear@0 181 glLoadMatrixf(viewmat[i][0]);
nuclear@0 182
nuclear@2 183 draw_equilateral();
nuclear@0 184
nuclear@2 185 //glReadPixels(0, 0, cube_size, cube_size, GL_RGB, GL_FLOAT, pixels);
nuclear@2 186 glGetTexImage(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB, GL_FLOAT, pixels);
nuclear@2 187 //flip_image(pixels, cube_size, cube_size);
nuclear@1 188
nuclear@3 189 sprintf(fname, fname_pattern[i], img_suffix);
nuclear@3 190 if(img_save_pixels(fname, pixels, cube_size, cube_size, IMG_FMT_RGBF) == -1) {
nuclear@3 191 fprintf(stderr, "failed to save %dx%d image: %s\n", cube_size, cube_size, fname);
nuclear@0 192 }
nuclear@0 193 }
nuclear@0 194
nuclear@2 195 glBindFramebuffer(GL_FRAMEBUFFER, 0);
nuclear@0 196 glViewport(0, 0, win_width, win_height);
nuclear@0 197
nuclear@2 198 glMatrixMode(GL_PROJECTION);
nuclear@2 199 glPopMatrix();
nuclear@2 200
nuclear@0 201 delete [] pixels;
nuclear@2 202
nuclear@2 203 glBindTexture(GL_TEXTURE_CUBE_MAP, cube_tex);
nuclear@2 204 glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
nuclear@0 205 }
nuclear@0 206
nuclear@2 207 static void draw_equilateral()
nuclear@0 208 {
nuclear@0 209 pano_tex->bind();
nuclear@0 210 glEnable(GL_TEXTURE_2D);
nuclear@0 211 pano_mesh->draw();
nuclear@0 212 glDisable(GL_TEXTURE_2D);
nuclear@0 213 }
nuclear@0 214
nuclear@2 215 static void draw_cubemap()
nuclear@0 216 {
nuclear@2 217 glPushAttrib(GL_ENABLE_BIT);
nuclear@2 218
nuclear@2 219 glBindTexture(GL_TEXTURE_CUBE_MAP, cube_tex);
nuclear@2 220 glEnable(GL_TEXTURE_CUBE_MAP);
nuclear@2 221 glEnable(GL_TEXTURE_GEN_S);
nuclear@2 222 glEnable(GL_TEXTURE_GEN_T);
nuclear@2 223 glEnable(GL_TEXTURE_GEN_R);
nuclear@2 224
nuclear@2 225 pano_mesh->draw();
nuclear@2 226
nuclear@2 227 glPopAttrib();
nuclear@0 228 }
nuclear@0 229
nuclear@0 230 void app_reshape(int x, int y)
nuclear@0 231 {
nuclear@0 232 glViewport(0, 0, x, y);
nuclear@0 233
nuclear@0 234 glMatrixMode(GL_PROJECTION);
nuclear@0 235 glLoadIdentity();
nuclear@0 236 gluPerspective(50.0, (float)x / (float)y, 0.5, 500.0);
nuclear@0 237
nuclear@0 238 win_width = x;
nuclear@0 239 win_height = y;
nuclear@0 240 }
nuclear@0 241
nuclear@0 242 void app_keyboard(int key, bool press)
nuclear@0 243 {
nuclear@0 244 if(press) {
nuclear@0 245 switch(key) {
nuclear@0 246 case 27:
nuclear@0 247 app_quit();
nuclear@0 248 break;
nuclear@0 249
nuclear@1 250 case ' ':
nuclear@2 251 show_cubemap = !show_cubemap;
nuclear@2 252 app_redisplay();
nuclear@1 253 break;
nuclear@1 254
nuclear@2 255 case 'c':
nuclear@0 256 render_cubemap();
nuclear@0 257 break;
nuclear@0 258 }
nuclear@0 259 }
nuclear@0 260 }
nuclear@0 261
nuclear@0 262 static float prev_x, prev_y;
nuclear@0 263 static bool bnstate[16];
nuclear@0 264
nuclear@0 265 void app_mouse_button(int bn, bool press, int x, int y)
nuclear@0 266 {
nuclear@0 267 if(bn < (int)(sizeof bnstate / sizeof *bnstate)) {
nuclear@0 268 bnstate[bn] = press;
nuclear@0 269 }
nuclear@0 270 prev_x = x;
nuclear@0 271 prev_y = y;
nuclear@0 272 }
nuclear@0 273
nuclear@0 274 void app_mouse_motion(int x, int y)
nuclear@0 275 {
nuclear@0 276 float dx = x - prev_x;
nuclear@0 277 float dy = y - prev_y;
nuclear@0 278 prev_x = x;
nuclear@0 279 prev_y = y;
nuclear@0 280
nuclear@0 281 if(!dx && !dy) return;
nuclear@0 282
nuclear@0 283 if(bnstate[0]) {
nuclear@0 284 cam_theta += dx * 0.5;
nuclear@0 285 cam_phi += dy * 0.5;
nuclear@0 286
nuclear@0 287 if(cam_phi < -90) cam_phi = -90;
nuclear@0 288 if(cam_phi > 90) cam_phi = 90;
nuclear@0 289 app_redisplay();
nuclear@0 290 }
nuclear@0 291 }
nuclear@0 292
nuclear@0 293 static bool parse_args(int argc, char **argv)
nuclear@0 294 {
nuclear@0 295 for(int i=1; i<argc; i++) {
nuclear@0 296 if(argv[i][0] == '-') {
nuclear@0 297 /*
nuclear@0 298 } else if(strcmp(argv[i], "-help") == 0) {
nuclear@0 299 printf("usage: %s [options]\noptions:\n", argv[0]);
nuclear@0 300 printf(" -help: print usage information and exit\n");
nuclear@0 301 exit(0);
nuclear@0 302 } else {*/
nuclear@0 303 fprintf(stderr, "invalid option: %s\n", argv[i]);
nuclear@0 304 return false;
nuclear@0 305 //}
nuclear@0 306 } else {
nuclear@0 307 if(img_fname) {
nuclear@0 308 fprintf(stderr, "unexpected option: %s\n", argv[i]);
nuclear@0 309 return false;
nuclear@0 310 }
nuclear@0 311 img_fname = argv[i];
nuclear@0 312 }
nuclear@0 313 }
nuclear@0 314
nuclear@0 315 return true;
nuclear@0 316 }
nuclear@1 317
nuclear@1 318 static void flip_image(float *pixels, int xsz, int ysz)
nuclear@1 319 {
nuclear@1 320 float *top_ptr = pixels;
nuclear@1 321 float *bot_ptr = pixels + xsz * (ysz - 1) * 3;
nuclear@1 322 float *line = new float[xsz * 3];
nuclear@1 323 int scansz = xsz * 3 * sizeof(float);
nuclear@1 324
nuclear@1 325 for(int i=0; i<ysz / 2; i++) {
nuclear@1 326 memcpy(line, top_ptr, scansz);
nuclear@1 327 memcpy(top_ptr, bot_ptr, scansz);
nuclear@1 328 memcpy(bot_ptr, line, scansz);
nuclear@1 329 top_ptr += xsz * 3;
nuclear@1 330 bot_ptr -= xsz * 3;
nuclear@1 331 }
nuclear@1 332
nuclear@1 333 delete [] line;
nuclear@1 334 }