dbf-udg

annotate src/udg.cc @ 6:57ea4988a9f2

added code to dump the ditherblock image
author John Tsiombikas <nuclear@member.fsf.org>
date Mon, 18 Feb 2013 04:41:26 +0200
parents e09cbb2e9d4f
children 603656331514
rev   line source
nuclear@0 1 #include <stdio.h>
nuclear@0 2 #include <stdlib.h>
nuclear@0 3 #include <math.h>
nuclear@0 4 #include <assert.h>
nuclear@3 5 #include "opengl.h"
nuclear@0 6 #include "sdr.h"
nuclear@0 7 #include "dither_matrix.h"
nuclear@3 8 #include "scroller.h"
nuclear@5 9 #include "mballs.h"
nuclear@0 10
nuclear@2 11 #define DITHER_SZ 8
nuclear@0 12 #define DITHER_LEVELS 16
nuclear@0 13
nuclear@1 14 #if DITHER_SZ == 4
nuclear@1 15 #define dither_matrix dither_matrix4
nuclear@1 16 #elif DITHER_SZ == 8
nuclear@3 17 #define dither_matrix halftone_matrix8
nuclear@1 18 #else
nuclear@1 19 #error "invalid dither size"
nuclear@1 20 #endif
nuclear@1 21
nuclear@0 22 struct render_target {
nuclear@0 23 unsigned int fbo;
nuclear@0 24 unsigned int color_tex, depth_buf;
nuclear@0 25 };
nuclear@0 26
nuclear@0 27 bool init();
nuclear@0 28 void cleanup();
nuclear@0 29 void disp();
nuclear@0 30 void idle();
nuclear@0 31 void reshape(int x, int y);
nuclear@0 32 void keyb(unsigned char key, int x, int y);
nuclear@0 33 void mouse(int bn, int state, int x, int y);
nuclear@0 34 void motion(int x, int y);
nuclear@0 35 struct render_target *create_rtarg(int xsz, int ysz);
nuclear@0 36 void destroy_rtarg(struct render_target *rt);
nuclear@0 37
nuclear@0 38 int xsz, ysz;
nuclear@5 39 float cam_theta, cam_phi = 25, cam_dist = 9;
nuclear@0 40 unsigned int dither_tex;
nuclear@0 41 struct render_target *rtarg;
nuclear@0 42 unsigned int prog;
nuclear@0 43
nuclear@5 44 int opt_highres, opt_regular_render;
nuclear@5 45
nuclear@5 46
nuclear@0 47 int main(int argc, char **argv)
nuclear@0 48 {
nuclear@0 49 glutInit(&argc, argv);
nuclear@1 50 glutInitWindowSize(1024, 768);
nuclear@0 51 glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
nuclear@0 52 glutCreateWindow("DBF UDG compo entry by Nuclear");
nuclear@0 53
nuclear@0 54 glutDisplayFunc(disp);
nuclear@0 55 glutIdleFunc(idle);
nuclear@0 56 glutReshapeFunc(reshape);
nuclear@0 57 glutKeyboardFunc(keyb);
nuclear@0 58 glutMouseFunc(mouse);
nuclear@0 59 glutMotionFunc(motion);
nuclear@0 60
nuclear@0 61 glewInit();
nuclear@0 62
nuclear@0 63 if(!init()) {
nuclear@0 64 return 1;
nuclear@0 65 }
nuclear@0 66
nuclear@0 67 glutMainLoop();
nuclear@0 68 return 0;
nuclear@0 69 }
nuclear@0 70
nuclear@0 71 bool init()
nuclear@0 72 {
nuclear@6 73 FILE *fp = fopen("udg.ppm", "wb");
nuclear@6 74 if(fp) {
nuclear@6 75 fprintf(fp, "P6\n%d %d\n255\n", DITHER_SZ, DITHER_SZ * DITHER_LEVELS);
nuclear@6 76 }
nuclear@6 77
nuclear@6 78 unsigned char *img = new unsigned char[DITHER_SZ * DITHER_SZ * DITHER_LEVELS];
nuclear@6 79 unsigned char *ptr = img;
nuclear@0 80
nuclear@0 81 for(int i=0; i<DITHER_LEVELS; i++) {
nuclear@0 82 float val = (float)i / (float)(DITHER_LEVELS - 1);
nuclear@0 83 for(int y=0; y<DITHER_SZ; y++) {
nuclear@0 84 for(int x=0; x<DITHER_SZ; x++) {
nuclear@0 85 /* (1 + M) / (1 + MxN) */
nuclear@1 86 float thres = (1.0 + dither_matrix[x][y]) / (1.0 + DITHER_SZ * DITHER_SZ);
nuclear@6 87 *ptr++ = val >= thres ? 255 : 0;
nuclear@6 88
nuclear@6 89 if(fp) {
nuclear@6 90 int r = ptr[-1] ? 246 : 10;
nuclear@6 91 int g = ptr[-1] ? 198 : 72;
nuclear@6 92 int b = ptr[-1] ? 141 : 85;
nuclear@6 93 fputc(r, fp);
nuclear@6 94 fputc(g, fp);
nuclear@6 95 fputc(b, fp);
nuclear@6 96 }
nuclear@0 97 }
nuclear@0 98 }
nuclear@0 99 }
nuclear@0 100
nuclear@6 101 if(fp) {
nuclear@6 102 fclose(fp);
nuclear@6 103 }
nuclear@6 104
nuclear@0 105 if(!(prog = create_program_load("sdr/dither.v.glsl", "sdr/dither.p.glsl"))) {
nuclear@0 106 return false;
nuclear@0 107 }
nuclear@0 108
nuclear@0 109 glGenTextures(1, &dither_tex);
nuclear@0 110 glBindTexture(GL_TEXTURE_2D, dither_tex);
nuclear@0 111 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
nuclear@0 112 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
nuclear@0 113 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
nuclear@0 114 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
nuclear@6 115 glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, DITHER_SZ, DITHER_SZ * DITHER_LEVELS, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, img);
nuclear@0 116
nuclear@3 117 if(!init_scroller()) {
nuclear@3 118 return false;
nuclear@3 119 }
nuclear@3 120
nuclear@5 121 if(!mball_init()) {
nuclear@5 122 return false;
nuclear@5 123 }
nuclear@5 124
nuclear@0 125 glEnable(GL_CULL_FACE);
nuclear@0 126 glEnable(GL_DEPTH_TEST);
nuclear@0 127 glEnable(GL_LIGHTING);
nuclear@0 128 glEnable(GL_LIGHT0);
nuclear@5 129 glEnable(GL_NORMALIZE);
nuclear@0 130
nuclear@0 131 return true;
nuclear@0 132 }
nuclear@0 133
nuclear@0 134 void draw_backdrop()
nuclear@0 135 {
nuclear@0 136 glPushAttrib(GL_ENABLE_BIT);
nuclear@0 137 glDisable(GL_DEPTH_TEST);
nuclear@0 138 glDisable(GL_LIGHTING);
nuclear@0 139
nuclear@0 140 glMatrixMode(GL_MODELVIEW);
nuclear@0 141 glPushMatrix();
nuclear@0 142 glLoadIdentity();
nuclear@0 143 glMatrixMode(GL_PROJECTION);
nuclear@0 144 glPushMatrix();
nuclear@0 145 glLoadIdentity();
nuclear@0 146
nuclear@0 147 glBegin(GL_QUADS);
nuclear@0 148 glColor3f(0, 0, 0);
nuclear@0 149 glVertex2f(-1, -1);
nuclear@0 150 glVertex2f(1, -1);
nuclear@0 151 glColor3f(1, 1, 1);
nuclear@0 152 glVertex2f(1, 1);
nuclear@0 153 glVertex2f(-1, 1);
nuclear@0 154 glEnd();
nuclear@0 155
nuclear@0 156 glPopMatrix();
nuclear@0 157 glMatrixMode(GL_MODELVIEW);
nuclear@0 158 glPopMatrix();
nuclear@0 159
nuclear@0 160 glPopAttrib();
nuclear@4 161 /*draw_scroller(glutGet(GLUT_ELAPSED_TIME) / 1000.0); */
nuclear@0 162 }
nuclear@0 163
nuclear@0 164 void disp()
nuclear@0 165 {
nuclear@0 166 float ldir[] = {-1, 1, 2, 0};
nuclear@5 167 int xres, yres;
nuclear@0 168
nuclear@5 169 if(opt_highres) {
nuclear@5 170 xres = xsz;
nuclear@5 171 yres = ysz;
nuclear@5 172 } else {
nuclear@5 173 xres = xsz / DITHER_SZ;
nuclear@5 174 yres = ysz / DITHER_SZ;
nuclear@5 175 }
nuclear@4 176
nuclear@0 177 if(!rtarg) {
nuclear@4 178 printf("(re)creating render target (%dx%d)\n", xres, yres);
nuclear@4 179 if(!(rtarg = create_rtarg(xres, yres))) {
nuclear@0 180 exit(0);
nuclear@0 181 }
nuclear@0 182 }
nuclear@0 183
nuclear@5 184 if(!opt_regular_render) {
nuclear@5 185 glBindFramebufferEXT(GL_FRAMEBUFFER, rtarg->fbo);
nuclear@5 186 }
nuclear@4 187 glViewport(0, 0, xres, yres);
nuclear@0 188
nuclear@0 189 glClearColor(1, 1, 1, 1);
nuclear@0 190 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
nuclear@0 191
nuclear@0 192 draw_backdrop();
nuclear@0 193
nuclear@0 194 glMatrixMode(GL_MODELVIEW);
nuclear@0 195 glLoadIdentity();
nuclear@0 196
nuclear@0 197 glTranslatef(0, 0, -cam_dist);
nuclear@0 198 glRotatef(cam_phi, 1, 0, 0);
nuclear@0 199 glRotatef(cam_theta, 0, 1, 0);
nuclear@0 200
nuclear@5 201 glLightfv(GL_LIGHT0, GL_POSITION, ldir);
nuclear@5 202
nuclear@2 203 const float blue[] = {0.4, 0.45, 1.0, 1};
nuclear@2 204 const float white[] = {1, 1, 1, 1};
nuclear@2 205 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, blue);
nuclear@2 206 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, white);
nuclear@2 207 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 80.0);
nuclear@2 208
nuclear@5 209 mball_render();
nuclear@0 210
nuclear@0 211
nuclear@5 212 if(!opt_regular_render) {
nuclear@5 213 glBindFramebufferEXT(GL_FRAMEBUFFER, 0);
nuclear@5 214 glViewport(0, 0, xsz, ysz);
nuclear@1 215
nuclear@5 216 glClear(GL_COLOR_BUFFER_BIT);
nuclear@0 217
nuclear@5 218 glMatrixMode(GL_PROJECTION);
nuclear@5 219 glPushMatrix();
nuclear@5 220 glLoadIdentity();
nuclear@5 221 glMatrixMode(GL_MODELVIEW);
nuclear@5 222 glLoadIdentity();
nuclear@5 223 glPushMatrix();
nuclear@0 224
nuclear@5 225 glPushAttrib(GL_ENABLE_BIT);
nuclear@5 226 glDisable(GL_DEPTH_TEST);
nuclear@0 227
nuclear@5 228 bind_program(prog);
nuclear@5 229 set_uniform_int(prog, "framebuf", 0);
nuclear@5 230 set_uniform_int(prog, "dither_tex", 1);
nuclear@5 231 set_uniform_int(prog, "dither_levels", DITHER_LEVELS);
nuclear@5 232 set_uniform_int(prog, "dither_size", DITHER_SZ);
nuclear@0 233
nuclear@5 234 glActiveTextureARB(GL_TEXTURE0);
nuclear@5 235 glBindTexture(GL_TEXTURE_2D, rtarg->color_tex);
nuclear@5 236 glEnable(GL_TEXTURE_2D);
nuclear@5 237 glActiveTextureARB(GL_TEXTURE1);
nuclear@5 238 glBindTexture(GL_TEXTURE_2D, dither_tex);
nuclear@5 239 glEnable(GL_TEXTURE_2D);
nuclear@0 240
nuclear@5 241 glBegin(GL_QUADS);
nuclear@5 242 glColor3f(0, 1, 0);
nuclear@5 243 glTexCoord2f(0, 0); glVertex2f(-1, -1);
nuclear@5 244 glTexCoord2f(1, 0); glVertex2f(1, -1);
nuclear@5 245 glTexCoord2f(1, 1); glVertex2f(1, 1);
nuclear@5 246 glTexCoord2f(0, 1); glVertex2f(-1, 1);
nuclear@5 247 glEnd();
nuclear@0 248
nuclear@5 249 glActiveTextureARB(GL_TEXTURE1);
nuclear@5 250 glDisable(GL_TEXTURE_2D);
nuclear@5 251 glActiveTextureARB(GL_TEXTURE0);
nuclear@5 252 glDisable(GL_TEXTURE_2D);
nuclear@0 253
nuclear@5 254 bind_program(0);
nuclear@0 255
nuclear@5 256 glPopAttrib();
nuclear@0 257
nuclear@5 258 glMatrixMode(GL_PROJECTION);
nuclear@5 259 glPopMatrix();
nuclear@5 260 glMatrixMode(GL_MODELVIEW);
nuclear@5 261 glPopMatrix();
nuclear@5 262 }
nuclear@0 263
nuclear@0 264 glutSwapBuffers();
nuclear@0 265 assert(glGetError() == GL_NO_ERROR);
nuclear@0 266 }
nuclear@0 267
nuclear@0 268 void idle()
nuclear@0 269 {
nuclear@0 270 glutPostRedisplay();
nuclear@0 271 }
nuclear@0 272
nuclear@0 273 void reshape(int x, int y)
nuclear@0 274 {
nuclear@0 275 glViewport(0, 0, x, y);
nuclear@0 276
nuclear@0 277 glMatrixMode(GL_PROJECTION);
nuclear@0 278 glLoadIdentity();
nuclear@0 279 gluPerspective(45.0, (float)x / (float)y, 0.5, 500.0);
nuclear@0 280
nuclear@0 281 if(x != xsz || y != ysz) {
nuclear@0 282 destroy_rtarg(rtarg);
nuclear@0 283 rtarg = 0;
nuclear@0 284 xsz = x;
nuclear@0 285 ysz = y;
nuclear@0 286 }
nuclear@0 287 }
nuclear@0 288
nuclear@0 289 void keyb(unsigned char key, int x, int y)
nuclear@0 290 {
nuclear@0 291 switch(key) {
nuclear@0 292 case 27:
nuclear@0 293 exit(0);
nuclear@4 294
nuclear@4 295 case 'f':
nuclear@4 296 {
nuclear@4 297 static bool fullscreen;
nuclear@4 298 static int orig_x, orig_y;
nuclear@4 299
nuclear@4 300 fullscreen = !fullscreen;
nuclear@4 301 if(fullscreen) {
nuclear@4 302 orig_x = xsz;
nuclear@4 303 orig_y = ysz;
nuclear@4 304 glutFullScreen();
nuclear@4 305 } else {
nuclear@4 306 glutReshapeWindow(orig_x, orig_y);
nuclear@4 307 }
nuclear@4 308 }
nuclear@4 309 break;
nuclear@5 310
nuclear@5 311 case 'r':
nuclear@5 312 opt_regular_render = !opt_regular_render;
nuclear@5 313 break;
nuclear@5 314
nuclear@5 315 case 'h':
nuclear@5 316 opt_highres = !opt_highres;
nuclear@5 317 if(rtarg) {
nuclear@5 318 destroy_rtarg(rtarg);
nuclear@5 319 rtarg = 0;
nuclear@5 320 }
nuclear@5 321 break;
nuclear@0 322 }
nuclear@0 323 }
nuclear@0 324
nuclear@0 325 bool bnstate[16];
nuclear@0 326 int prev_x, prev_y;
nuclear@0 327
nuclear@0 328 void mouse(int bn, int state, int x, int y)
nuclear@0 329 {
nuclear@0 330 int idx = bn - GLUT_LEFT_BUTTON;
nuclear@0 331
nuclear@0 332 if(idx < (int)(sizeof bnstate / sizeof *bnstate)) {
nuclear@0 333 bnstate[idx] = state == GLUT_DOWN;
nuclear@0 334 }
nuclear@0 335 prev_x = x;
nuclear@0 336 prev_y = y;
nuclear@0 337 }
nuclear@0 338
nuclear@0 339 void motion(int x, int y)
nuclear@0 340 {
nuclear@0 341 int dx = x - prev_x;
nuclear@0 342 int dy = y - prev_y;
nuclear@0 343 prev_x = x;
nuclear@0 344 prev_y = y;
nuclear@0 345
nuclear@0 346 if(bnstate[0]) {
nuclear@0 347 cam_theta = fmod(cam_theta + dx * 0.5, 360.0);
nuclear@0 348 cam_phi += dy * 0.5;
nuclear@0 349 if(cam_phi < -90) {
nuclear@0 350 cam_phi = -90;
nuclear@0 351 }
nuclear@0 352 if(cam_phi > 90) {
nuclear@0 353 cam_phi = 90;
nuclear@0 354 }
nuclear@0 355 }
nuclear@0 356 if(bnstate[2]) {
nuclear@0 357 cam_dist += dy * 0.1;
nuclear@0 358 if(cam_dist < 0) {
nuclear@0 359 cam_dist = 0;
nuclear@0 360 }
nuclear@0 361 }
nuclear@0 362 }
nuclear@0 363
nuclear@0 364 struct render_target *create_rtarg(int xsz, int ysz)
nuclear@0 365 {
nuclear@0 366 struct render_target *rt = new render_target;
nuclear@0 367
nuclear@0 368 glGenFramebuffersEXT(1, &rt->fbo);
nuclear@0 369 glBindFramebufferEXT(GL_FRAMEBUFFER, rt->fbo);
nuclear@0 370
nuclear@0 371 // create the render target texture
nuclear@0 372 glGenTextures(1, &rt->color_tex);
nuclear@0 373 glBindTexture(GL_TEXTURE_2D, rt->color_tex);
nuclear@0 374 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
nuclear@0 375 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
nuclear@1 376 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
nuclear@1 377 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
nuclear@0 378 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, xsz, ysz, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
nuclear@0 379
nuclear@0 380 glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->color_tex, 0);
nuclear@0 381
nuclear@0 382 // create depth buffer
nuclear@0 383 glGenRenderbuffersEXT(1, &rt->depth_buf);
nuclear@0 384 glBindRenderbufferEXT(GL_RENDERBUFFER, rt->depth_buf);
nuclear@0 385 glRenderbufferStorageEXT(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, xsz, ysz);
nuclear@0 386
nuclear@0 387 glFramebufferRenderbufferEXT(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth_buf);
nuclear@0 388
nuclear@0 389 if(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
nuclear@0 390 fprintf(stderr, "incomplete fbo\n");
nuclear@0 391 return 0;
nuclear@0 392 }
nuclear@0 393
nuclear@0 394 glBindFramebufferEXT(GL_FRAMEBUFFER, 0);
nuclear@0 395 return rt;
nuclear@0 396 }
nuclear@0 397
nuclear@0 398 void destroy_rtarg(struct render_target *rt)
nuclear@0 399 {
nuclear@0 400 if(!rt) {
nuclear@0 401 return;
nuclear@0 402 }
nuclear@0 403 glDeleteFramebuffersEXT(1, &rt->fbo);
nuclear@0 404 glDeleteTextures(1, &rt->color_tex);
nuclear@0 405 glDeleteRenderbuffersEXT(1, &rt->depth_buf);
nuclear@0 406 delete rt;
nuclear@0 407 }