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1 #include <stdio.h>
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2 #include <stdlib.h>
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3 #include <math.h>
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4 #include <assert.h>
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5 #include <GL/glew.h>
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6
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7 #ifndef __APPLE__
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8 #include <GL/glut.h>
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9 #else
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10 #include <GLUT/glut.h>
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11 #endif
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12
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13 #include "sdr.h"
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14 #include "dither_matrix.h"
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15
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16 #define DITHER_SZ 4
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17 #define DITHER_LEVELS 16
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18
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19 #if DITHER_SZ == 4
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20 #define dither_matrix dither_matrix4
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21 #elif DITHER_SZ == 8
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22 #define dither_matrix dither_matrix8
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23 #else
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24 #error "invalid dither size"
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25 #endif
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26
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27 struct render_target {
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28 unsigned int fbo;
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29 unsigned int color_tex, depth_buf;
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30 };
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31
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32 bool init();
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33 void cleanup();
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34 void disp();
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35 void idle();
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36 void reshape(int x, int y);
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37 void keyb(unsigned char key, int x, int y);
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38 void mouse(int bn, int state, int x, int y);
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39 void motion(int x, int y);
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40 struct render_target *create_rtarg(int xsz, int ysz);
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41 void destroy_rtarg(struct render_target *rt);
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42
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43 int xsz, ysz;
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44 float cam_theta, cam_phi = 25, cam_dist = 8;
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45 unsigned int dither_tex;
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46 struct render_target *rtarg;
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47 unsigned int prog;
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48
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49 int main(int argc, char **argv)
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50 {
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51 glutInit(&argc, argv);
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52 glutInitWindowSize(1024, 768);
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53 glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
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54 glutCreateWindow("DBF UDG compo entry by Nuclear");
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55
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56 glutDisplayFunc(disp);
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57 glutIdleFunc(idle);
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58 glutReshapeFunc(reshape);
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59 glutKeyboardFunc(keyb);
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60 glutMouseFunc(mouse);
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61 glutMotionFunc(motion);
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62
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63 glewInit();
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64
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65 if(!init()) {
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66 return 1;
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67 }
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68
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69 glutMainLoop();
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70 return 0;
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71 }
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72
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73 bool init()
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74 {
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75 float *img = new float[DITHER_SZ * DITHER_SZ * DITHER_LEVELS];
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76 float *ptr = img;
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77
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78 for(int i=0; i<DITHER_LEVELS; i++) {
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79 float val = (float)i / (float)(DITHER_LEVELS - 1);
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80 for(int y=0; y<DITHER_SZ; y++) {
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81 for(int x=0; x<DITHER_SZ; x++) {
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82 /* (1 + M) / (1 + MxN) */
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83 float thres = (1.0 + dither_matrix[x][y]) / (1.0 + DITHER_SZ * DITHER_SZ);
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84 *ptr++ = val >= thres ? 1.0 : 0.0;
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85 }
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86 }
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87 }
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88
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89 if(!(prog = create_program_load("sdr/dither.v.glsl", "sdr/dither.p.glsl"))) {
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90 return false;
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91 }
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92
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93 glGenTextures(1, &dither_tex);
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94 glBindTexture(GL_TEXTURE_2D, dither_tex);
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95 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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96 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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97 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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98 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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99 glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, DITHER_SZ, DITHER_SZ * DITHER_LEVELS, 0, GL_LUMINANCE, GL_FLOAT, img);
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100
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101 glEnable(GL_CULL_FACE);
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102 glEnable(GL_DEPTH_TEST);
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103 glEnable(GL_LIGHTING);
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104 glEnable(GL_LIGHT0);
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105
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106 return true;
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107 }
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108
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109 void draw_backdrop()
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110 {
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111 glPushAttrib(GL_ENABLE_BIT);
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112 glDisable(GL_DEPTH_TEST);
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113 glDisable(GL_LIGHTING);
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114
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115 glMatrixMode(GL_MODELVIEW);
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116 glPushMatrix();
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117 glLoadIdentity();
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118 glMatrixMode(GL_PROJECTION);
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119 glPushMatrix();
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120 glLoadIdentity();
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121
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122 glBegin(GL_QUADS);
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123 glColor3f(0, 0, 0);
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124 glVertex2f(-1, -1);
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125 glVertex2f(1, -1);
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126 glColor3f(1, 1, 1);
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127 glVertex2f(1, 1);
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128 glVertex2f(-1, 1);
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129 glEnd();
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130
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131 glPopMatrix();
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132 glMatrixMode(GL_MODELVIEW);
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133 glPopMatrix();
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134
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135 glPopAttrib();
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136 }
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137
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138 void disp()
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139 {
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140 float ldir[] = {-1, 1, 2, 0};
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141
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142 if(!rtarg) {
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143 printf("(re)creating render target (%dx%d)\n", xsz / DITHER_SZ, ysz / DITHER_SZ);
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144 if(!(rtarg = create_rtarg(xsz / DITHER_SZ, ysz / DITHER_SZ))) {
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145 exit(0);
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146 }
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147 }
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148
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149 glBindFramebufferEXT(GL_FRAMEBUFFER, rtarg->fbo);
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150 glViewport(0, 0, xsz / DITHER_SZ, ysz / DITHER_SZ);
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151
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152 glClearColor(1, 1, 1, 1);
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153 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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154
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155 draw_backdrop();
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156
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157 glEnable(GL_DEPTH_TEST);
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158
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159 glMatrixMode(GL_MODELVIEW);
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160 glLoadIdentity();
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161
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162 glLightfv(GL_LIGHT0, GL_POSITION, ldir);
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163
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164 glTranslatef(0, 0, -cam_dist);
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165 glRotatef(cam_phi, 1, 0, 0);
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166 glRotatef(cam_theta, 0, 1, 0);
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167
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168 glFrontFace(GL_CW);
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169 glutSolidTeapot(1.0);
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170 glFrontFace(GL_CCW);
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171
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172
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173
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174 glBindFramebufferEXT(GL_FRAMEBUFFER, 0);
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175 glViewport(0, 0, xsz, ysz);
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176
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177 glClear(GL_COLOR_BUFFER_BIT);
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178
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179 glMatrixMode(GL_PROJECTION);
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180 glPushMatrix();
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181 glLoadIdentity();
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182 glMatrixMode(GL_MODELVIEW);
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183 glLoadIdentity();
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184 glPushMatrix();
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185
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186 glPushAttrib(GL_ENABLE_BIT);
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187 glDisable(GL_DEPTH_TEST);
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188
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189 bind_program(prog);
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190 set_uniform_int(prog, "framebuf", 0);
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191 set_uniform_int(prog, "dither_tex", 1);
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192 set_uniform_int(prog, "dither_levels", DITHER_LEVELS);
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193 set_uniform_int(prog, "dither_size", DITHER_SZ);
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194
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195 glActiveTextureARB(GL_TEXTURE0);
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196 glBindTexture(GL_TEXTURE_2D, rtarg->color_tex);
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197 glActiveTextureARB(GL_TEXTURE1);
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198 glBindTexture(GL_TEXTURE_2D, dither_tex);
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199
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200 glBegin(GL_QUADS);
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201 glColor3f(0, 1, 0);
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202 glTexCoord2f(0, 0); glVertex2f(-1, -1);
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203 glTexCoord2f(1, 0); glVertex2f(1, -1);
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204 glTexCoord2f(1, 1); glVertex2f(1, 1);
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205 glTexCoord2f(0, 1); glVertex2f(-1, 1);
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206 glEnd();
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207
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208 glActiveTextureARB(GL_TEXTURE1);
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209 glDisable(GL_TEXTURE_2D);
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210 glActiveTextureARB(GL_TEXTURE0);
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211 glDisable(GL_TEXTURE_2D);
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212
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213 bind_program(0);
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214
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215 glPopAttrib();
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216
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217 glMatrixMode(GL_PROJECTION);
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218 glPopMatrix();
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219 glMatrixMode(GL_MODELVIEW);
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220 glPopMatrix();
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221
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222 glutSwapBuffers();
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223 assert(glGetError() == GL_NO_ERROR);
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224 }
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225
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226 void idle()
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227 {
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228 glutPostRedisplay();
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229 }
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230
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231 void reshape(int x, int y)
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232 {
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233 glViewport(0, 0, x, y);
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234
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235 glMatrixMode(GL_PROJECTION);
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236 glLoadIdentity();
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237 gluPerspective(45.0, (float)x / (float)y, 0.5, 500.0);
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238
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239 if(x != xsz || y != ysz) {
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240 destroy_rtarg(rtarg);
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241 rtarg = 0;
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242 xsz = x;
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243 ysz = y;
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244 }
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245 }
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246
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247 void keyb(unsigned char key, int x, int y)
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248 {
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249 switch(key) {
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250 case 27:
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251 exit(0);
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252 }
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253 }
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254
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255 bool bnstate[16];
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256 int prev_x, prev_y;
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257
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258 void mouse(int bn, int state, int x, int y)
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259 {
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260 int idx = bn - GLUT_LEFT_BUTTON;
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261
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262 if(idx < (int)(sizeof bnstate / sizeof *bnstate)) {
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263 bnstate[idx] = state == GLUT_DOWN;
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264 }
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265 prev_x = x;
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266 prev_y = y;
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267 }
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268
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269 void motion(int x, int y)
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270 {
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271 int dx = x - prev_x;
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272 int dy = y - prev_y;
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273 prev_x = x;
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274 prev_y = y;
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275
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276 if(bnstate[0]) {
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277 cam_theta = fmod(cam_theta + dx * 0.5, 360.0);
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278 cam_phi += dy * 0.5;
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279 if(cam_phi < -90) {
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280 cam_phi = -90;
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281 }
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282 if(cam_phi > 90) {
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283 cam_phi = 90;
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284 }
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285 }
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286 if(bnstate[2]) {
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287 cam_dist += dy * 0.1;
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288 if(cam_dist < 0) {
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289 cam_dist = 0;
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290 }
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291 }
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292 }
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293
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294 struct render_target *create_rtarg(int xsz, int ysz)
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295 {
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296 struct render_target *rt = new render_target;
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297
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298 glGenFramebuffersEXT(1, &rt->fbo);
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299 glBindFramebufferEXT(GL_FRAMEBUFFER, rt->fbo);
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300
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301 // create the render target texture
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302 glGenTextures(1, &rt->color_tex);
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303 glBindTexture(GL_TEXTURE_2D, rt->color_tex);
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304 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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305 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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306 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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307 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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308 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, xsz, ysz, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
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309
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310 glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->color_tex, 0);
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311
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312 // create depth buffer
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313 glGenRenderbuffersEXT(1, &rt->depth_buf);
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314 glBindRenderbufferEXT(GL_RENDERBUFFER, rt->depth_buf);
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315 glRenderbufferStorageEXT(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, xsz, ysz);
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316
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317 glFramebufferRenderbufferEXT(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth_buf);
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318
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319 if(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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320 fprintf(stderr, "incomplete fbo\n");
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321 return 0;
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322 }
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323
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324 glBindFramebufferEXT(GL_FRAMEBUFFER, 0);
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325 return rt;
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326 }
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327
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328 void destroy_rtarg(struct render_target *rt)
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329 {
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330 if(!rt) {
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331 return;
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332 }
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333 glDeleteFramebuffersEXT(1, &rt->fbo);
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334 glDeleteTextures(1, &rt->color_tex);
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335 glDeleteRenderbuffersEXT(1, &rt->depth_buf);
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336 delete rt;
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337 }
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