dbf-udg

annotate src/udg.cc @ 11:5f99c4c7a9fe

now it looks pretty much ok
author John Tsiombikas <nuclear@member.fsf.org>
date Wed, 20 Feb 2013 04:55:03 +0200
parents 1120c069eb17
children 1abbed71e9c9
rev   line source
nuclear@0 1 #include <stdio.h>
nuclear@0 2 #include <stdlib.h>
nuclear@11 3 #include <string.h>
nuclear@0 4 #include <math.h>
nuclear@0 5 #include <assert.h>
nuclear@3 6 #include "opengl.h"
nuclear@11 7 #include "udg.h"
nuclear@0 8 #include "sdr.h"
nuclear@0 9 #include "dither_matrix.h"
nuclear@3 10 #include "scroller.h"
nuclear@5 11 #include "mballs.h"
nuclear@9 12 #include "dsys.h"
nuclear@11 13 #include "post.h"
nuclear@0 14
nuclear@2 15 #define DITHER_SZ 8
nuclear@0 16 #define DITHER_LEVELS 16
nuclear@0 17
nuclear@1 18 #if DITHER_SZ == 4
nuclear@1 19 #define dither_matrix dither_matrix4
nuclear@1 20 #elif DITHER_SZ == 8
nuclear@3 21 #define dither_matrix halftone_matrix8
nuclear@1 22 #else
nuclear@1 23 #error "invalid dither size"
nuclear@1 24 #endif
nuclear@1 25
nuclear@0 26 struct render_target {
nuclear@0 27 unsigned int fbo;
nuclear@0 28 unsigned int color_tex, depth_buf;
nuclear@0 29 };
nuclear@0 30
nuclear@0 31 bool init();
nuclear@0 32 void cleanup();
nuclear@0 33 void disp();
nuclear@0 34 void idle();
nuclear@0 35 void reshape(int x, int y);
nuclear@0 36 void keyb(unsigned char key, int x, int y);
nuclear@0 37 void mouse(int bn, int state, int x, int y);
nuclear@0 38 void motion(int x, int y);
nuclear@0 39 struct render_target *create_rtarg(int xsz, int ysz);
nuclear@0 40 void destroy_rtarg(struct render_target *rt);
nuclear@11 41 bool parse_args(int argc, char **argv);
nuclear@0 42
nuclear@0 43 int xsz, ysz;
nuclear@8 44 float cam_theta, cam_phi = 25, cam_dist = 11;
nuclear@0 45 unsigned int dither_tex;
nuclear@0 46 struct render_target *rtarg;
nuclear@7 47 unsigned int post_prog, phong_prog;
nuclear@0 48
nuclear@5 49 int opt_highres, opt_regular_render;
nuclear@8 50 bool opt_autorot = true;
nuclear@5 51
nuclear@9 52 struct dsys_demo *demo;
nuclear@11 53 struct dsys_event *evfadein;
nuclear@5 54
nuclear@0 55 int main(int argc, char **argv)
nuclear@0 56 {
nuclear@11 57 glutInitWindowSize(1024, 768);
nuclear@0 58 glutInit(&argc, argv);
nuclear@11 59
nuclear@11 60 if(!parse_args(argc, argv)) {
nuclear@11 61 return 1;
nuclear@11 62 }
nuclear@11 63
nuclear@0 64 glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
nuclear@0 65 glutCreateWindow("DBF UDG compo entry by Nuclear");
nuclear@0 66
nuclear@0 67 glutDisplayFunc(disp);
nuclear@0 68 glutIdleFunc(idle);
nuclear@0 69 glutReshapeFunc(reshape);
nuclear@0 70 glutKeyboardFunc(keyb);
nuclear@0 71 glutMouseFunc(mouse);
nuclear@0 72 glutMotionFunc(motion);
nuclear@0 73
nuclear@0 74 glewInit();
nuclear@0 75
nuclear@0 76 if(!init()) {
nuclear@0 77 return 1;
nuclear@0 78 }
nuclear@0 79
nuclear@0 80 glutMainLoop();
nuclear@0 81 return 0;
nuclear@0 82 }
nuclear@0 83
nuclear@0 84 bool init()
nuclear@0 85 {
nuclear@11 86 if(!(demo = dsys_open("demoscript"))) {
nuclear@11 87 return false;
nuclear@11 88 }
nuclear@11 89 evfadein = dsys_event(demo, "fade_in");
nuclear@11 90 dsys_set_event_eval(evfadein, dsys_eval_sigmoid);
nuclear@11 91
nuclear@11 92 // dump the tile image
nuclear@6 93 FILE *fp = fopen("udg.ppm", "wb");
nuclear@6 94 if(fp) {
nuclear@6 95 fprintf(fp, "P6\n%d %d\n255\n", DITHER_SZ, DITHER_SZ * DITHER_LEVELS);
nuclear@6 96 }
nuclear@6 97
nuclear@6 98 unsigned char *img = new unsigned char[DITHER_SZ * DITHER_SZ * DITHER_LEVELS];
nuclear@6 99 unsigned char *ptr = img;
nuclear@0 100
nuclear@0 101 for(int i=0; i<DITHER_LEVELS; i++) {
nuclear@0 102 float val = (float)i / (float)(DITHER_LEVELS - 1);
nuclear@0 103 for(int y=0; y<DITHER_SZ; y++) {
nuclear@0 104 for(int x=0; x<DITHER_SZ; x++) {
nuclear@0 105 /* (1 + M) / (1 + MxN) */
nuclear@1 106 float thres = (1.0 + dither_matrix[x][y]) / (1.0 + DITHER_SZ * DITHER_SZ);
nuclear@6 107 *ptr++ = val >= thres ? 255 : 0;
nuclear@6 108
nuclear@6 109 if(fp) {
nuclear@6 110 int r = ptr[-1] ? 246 : 10;
nuclear@6 111 int g = ptr[-1] ? 198 : 72;
nuclear@6 112 int b = ptr[-1] ? 141 : 85;
nuclear@6 113 fputc(r, fp);
nuclear@6 114 fputc(g, fp);
nuclear@6 115 fputc(b, fp);
nuclear@6 116 }
nuclear@0 117 }
nuclear@0 118 }
nuclear@0 119 }
nuclear@0 120
nuclear@6 121 if(fp) {
nuclear@6 122 fclose(fp);
nuclear@6 123 }
nuclear@6 124
nuclear@7 125 if(!(phong_prog = create_program_load("sdr/phong.v.glsl", "sdr/phong.p.glsl"))) {
nuclear@7 126 return false;
nuclear@7 127 }
nuclear@7 128
nuclear@7 129 if(!(post_prog = create_program_load("sdr/dither.v.glsl", "sdr/dither.p.glsl"))) {
nuclear@0 130 return false;
nuclear@0 131 }
nuclear@0 132
nuclear@0 133 glGenTextures(1, &dither_tex);
nuclear@0 134 glBindTexture(GL_TEXTURE_2D, dither_tex);
nuclear@0 135 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
nuclear@0 136 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
nuclear@0 137 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
nuclear@0 138 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
nuclear@6 139 glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, DITHER_SZ, DITHER_SZ * DITHER_LEVELS, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, img);
nuclear@0 140
nuclear@3 141 if(!init_scroller()) {
nuclear@3 142 return false;
nuclear@3 143 }
nuclear@3 144
nuclear@5 145 if(!mball_init()) {
nuclear@5 146 return false;
nuclear@5 147 }
nuclear@5 148
nuclear@0 149 glEnable(GL_CULL_FACE);
nuclear@0 150 glEnable(GL_DEPTH_TEST);
nuclear@0 151 glEnable(GL_LIGHTING);
nuclear@0 152 glEnable(GL_LIGHT0);
nuclear@8 153 glEnable(GL_LIGHT1);
nuclear@5 154 glEnable(GL_NORMALIZE);
nuclear@0 155
nuclear@11 156 //dsys_start(demo);
nuclear@10 157
nuclear@0 158 return true;
nuclear@0 159 }
nuclear@0 160
nuclear@0 161 void draw_backdrop()
nuclear@0 162 {
nuclear@0 163 glPushAttrib(GL_ENABLE_BIT);
nuclear@0 164 glDisable(GL_DEPTH_TEST);
nuclear@0 165 glDisable(GL_LIGHTING);
nuclear@0 166
nuclear@0 167 glMatrixMode(GL_MODELVIEW);
nuclear@0 168 glPushMatrix();
nuclear@0 169 glLoadIdentity();
nuclear@0 170 glMatrixMode(GL_PROJECTION);
nuclear@0 171 glPushMatrix();
nuclear@0 172 glLoadIdentity();
nuclear@0 173
nuclear@0 174 glBegin(GL_QUADS);
nuclear@0 175 glColor3f(0, 0, 0);
nuclear@0 176 glVertex2f(-1, -1);
nuclear@0 177 glVertex2f(1, -1);
nuclear@0 178 glColor3f(1, 1, 1);
nuclear@0 179 glVertex2f(1, 1);
nuclear@0 180 glVertex2f(-1, 1);
nuclear@0 181 glEnd();
nuclear@0 182
nuclear@0 183 glPopMatrix();
nuclear@0 184 glMatrixMode(GL_MODELVIEW);
nuclear@0 185 glPopMatrix();
nuclear@0 186
nuclear@0 187 glPopAttrib();
nuclear@4 188 /*draw_scroller(glutGet(GLUT_ELAPSED_TIME) / 1000.0); */
nuclear@0 189 }
nuclear@0 190
nuclear@0 191 void disp()
nuclear@0 192 {
nuclear@0 193 float ldir[] = {-1, 1, 2, 0};
nuclear@8 194 float ldir2[] = {0.0, 0.35, -0.9, 0};
nuclear@8 195
nuclear@8 196 float lcol[] = {1, 1, 1, 1};
nuclear@8 197 float lcol2[] = {0.35, 0.3, 0.15, 1};
nuclear@8 198
nuclear@9 199 dsys_update(demo, dsys_msec_to_dtime(glutGet(GLUT_ELAPSED_TIME)));
nuclear@9 200
nuclear@9 201 float sec = dsys_dtime_to_sec(dsys_time(demo));
nuclear@9 202 float auto_angle = sec * 10.0;
nuclear@9 203
nuclear@5 204 int xres, yres;
nuclear@5 205 if(opt_highres) {
nuclear@5 206 xres = xsz;
nuclear@5 207 yres = ysz;
nuclear@5 208 } else {
nuclear@5 209 xres = xsz / DITHER_SZ;
nuclear@5 210 yres = ysz / DITHER_SZ;
nuclear@5 211 }
nuclear@4 212
nuclear@0 213 if(!rtarg) {
nuclear@4 214 printf("(re)creating render target (%dx%d)\n", xres, yres);
nuclear@4 215 if(!(rtarg = create_rtarg(xres, yres))) {
nuclear@0 216 exit(0);
nuclear@0 217 }
nuclear@0 218 }
nuclear@0 219
nuclear@5 220 if(!opt_regular_render) {
nuclear@5 221 glBindFramebufferEXT(GL_FRAMEBUFFER, rtarg->fbo);
nuclear@5 222 }
nuclear@4 223 glViewport(0, 0, xres, yres);
nuclear@0 224
nuclear@0 225 glClearColor(1, 1, 1, 1);
nuclear@0 226 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
nuclear@0 227
nuclear@0 228 draw_backdrop();
nuclear@0 229
nuclear@0 230 glMatrixMode(GL_MODELVIEW);
nuclear@0 231 glLoadIdentity();
nuclear@0 232
nuclear@8 233 glTranslatef(0, 0.8, -cam_dist);
nuclear@0 234 glRotatef(cam_phi, 1, 0, 0);
nuclear@8 235 glRotatef(opt_autorot ? auto_angle : cam_theta, 0, 1, 0);
nuclear@0 236
nuclear@5 237 glLightfv(GL_LIGHT0, GL_POSITION, ldir);
nuclear@8 238 glLightfv(GL_LIGHT0, GL_DIFFUSE, lcol);
nuclear@8 239
nuclear@8 240 glLightfv(GL_LIGHT1, GL_POSITION, ldir2);
nuclear@8 241 glLightfv(GL_LIGHT1, GL_DIFFUSE, lcol2);
nuclear@5 242
nuclear@2 243 const float blue[] = {0.4, 0.45, 1.0, 1};
nuclear@2 244 const float white[] = {1, 1, 1, 1};
nuclear@2 245 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, blue);
nuclear@2 246 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, white);
nuclear@2 247 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 80.0);
nuclear@2 248
nuclear@7 249 bind_program(phong_prog);
nuclear@9 250 mball_render(sec);
nuclear@7 251 bind_program(0);
nuclear@0 252
nuclear@11 253 float tfadein = evfadein ? dsys_event_value(evfadein) : 1.0;
nuclear@11 254 /*if(tfadein < 1.0) {
nuclear@11 255 glEnable(GL_BLEND);
nuclear@11 256 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
nuclear@11 257 overlay(0, 0, 0, 1.0 - tfadein);
nuclear@11 258 glDisable(GL_BLEND);
nuclear@11 259 }*/
nuclear@11 260
nuclear@0 261
nuclear@5 262 if(!opt_regular_render) {
nuclear@5 263 glBindFramebufferEXT(GL_FRAMEBUFFER, 0);
nuclear@5 264 glViewport(0, 0, xsz, ysz);
nuclear@1 265
nuclear@5 266 glClear(GL_COLOR_BUFFER_BIT);
nuclear@0 267
nuclear@7 268 bind_program(post_prog);
nuclear@7 269 set_uniform_int(post_prog, "framebuf", 0);
nuclear@7 270 set_uniform_int(post_prog, "dither_tex", 1);
nuclear@7 271 set_uniform_int(post_prog, "dither_levels", DITHER_LEVELS);
nuclear@7 272 set_uniform_int(post_prog, "dither_size", DITHER_SZ);
nuclear@11 273 set_uniform_float(post_prog, "tfadein", tfadein);
nuclear@0 274
nuclear@5 275 glActiveTextureARB(GL_TEXTURE0);
nuclear@5 276 glBindTexture(GL_TEXTURE_2D, rtarg->color_tex);
nuclear@5 277 glEnable(GL_TEXTURE_2D);
nuclear@5 278 glActiveTextureARB(GL_TEXTURE1);
nuclear@5 279 glBindTexture(GL_TEXTURE_2D, dither_tex);
nuclear@5 280 glEnable(GL_TEXTURE_2D);
nuclear@0 281
nuclear@11 282 overlay(1, 1, 1, 1);
nuclear@0 283
nuclear@5 284 glActiveTextureARB(GL_TEXTURE1);
nuclear@5 285 glDisable(GL_TEXTURE_2D);
nuclear@5 286 glActiveTextureARB(GL_TEXTURE0);
nuclear@5 287 glDisable(GL_TEXTURE_2D);
nuclear@0 288
nuclear@5 289 bind_program(0);
nuclear@5 290 }
nuclear@0 291
nuclear@0 292 glutSwapBuffers();
nuclear@0 293 assert(glGetError() == GL_NO_ERROR);
nuclear@0 294 }
nuclear@0 295
nuclear@0 296 void idle()
nuclear@0 297 {
nuclear@0 298 glutPostRedisplay();
nuclear@0 299 }
nuclear@0 300
nuclear@0 301 void reshape(int x, int y)
nuclear@0 302 {
nuclear@0 303 glViewport(0, 0, x, y);
nuclear@0 304
nuclear@0 305 glMatrixMode(GL_PROJECTION);
nuclear@0 306 glLoadIdentity();
nuclear@0 307 gluPerspective(45.0, (float)x / (float)y, 0.5, 500.0);
nuclear@0 308
nuclear@0 309 if(x != xsz || y != ysz) {
nuclear@0 310 destroy_rtarg(rtarg);
nuclear@0 311 rtarg = 0;
nuclear@0 312 xsz = x;
nuclear@0 313 ysz = y;
nuclear@0 314 }
nuclear@0 315 }
nuclear@0 316
nuclear@0 317 void keyb(unsigned char key, int x, int y)
nuclear@0 318 {
nuclear@0 319 switch(key) {
nuclear@0 320 case 27:
nuclear@0 321 exit(0);
nuclear@4 322
nuclear@8 323 case 'a':
nuclear@8 324 opt_autorot = !opt_autorot;
nuclear@8 325 break;
nuclear@8 326
nuclear@4 327 case 'f':
nuclear@4 328 {
nuclear@4 329 static bool fullscreen;
nuclear@4 330 static int orig_x, orig_y;
nuclear@4 331
nuclear@4 332 fullscreen = !fullscreen;
nuclear@4 333 if(fullscreen) {
nuclear@4 334 orig_x = xsz;
nuclear@4 335 orig_y = ysz;
nuclear@4 336 glutFullScreen();
nuclear@4 337 } else {
nuclear@4 338 glutReshapeWindow(orig_x, orig_y);
nuclear@4 339 }
nuclear@4 340 }
nuclear@4 341 break;
nuclear@5 342
nuclear@5 343 case 'r':
nuclear@5 344 opt_regular_render = !opt_regular_render;
nuclear@5 345 break;
nuclear@5 346
nuclear@5 347 case 'h':
nuclear@5 348 opt_highres = !opt_highres;
nuclear@5 349 if(rtarg) {
nuclear@5 350 destroy_rtarg(rtarg);
nuclear@5 351 rtarg = 0;
nuclear@5 352 }
nuclear@5 353 break;
nuclear@0 354 }
nuclear@0 355 }
nuclear@0 356
nuclear@0 357 bool bnstate[16];
nuclear@0 358 int prev_x, prev_y;
nuclear@0 359
nuclear@0 360 void mouse(int bn, int state, int x, int y)
nuclear@0 361 {
nuclear@0 362 int idx = bn - GLUT_LEFT_BUTTON;
nuclear@0 363
nuclear@0 364 if(idx < (int)(sizeof bnstate / sizeof *bnstate)) {
nuclear@0 365 bnstate[idx] = state == GLUT_DOWN;
nuclear@0 366 }
nuclear@0 367 prev_x = x;
nuclear@0 368 prev_y = y;
nuclear@0 369 }
nuclear@0 370
nuclear@0 371 void motion(int x, int y)
nuclear@0 372 {
nuclear@0 373 int dx = x - prev_x;
nuclear@0 374 int dy = y - prev_y;
nuclear@0 375 prev_x = x;
nuclear@0 376 prev_y = y;
nuclear@0 377
nuclear@0 378 if(bnstate[0]) {
nuclear@0 379 cam_theta = fmod(cam_theta + dx * 0.5, 360.0);
nuclear@0 380 cam_phi += dy * 0.5;
nuclear@0 381 if(cam_phi < -90) {
nuclear@0 382 cam_phi = -90;
nuclear@0 383 }
nuclear@0 384 if(cam_phi > 90) {
nuclear@0 385 cam_phi = 90;
nuclear@0 386 }
nuclear@0 387 }
nuclear@0 388 if(bnstate[2]) {
nuclear@0 389 cam_dist += dy * 0.1;
nuclear@0 390 if(cam_dist < 0) {
nuclear@0 391 cam_dist = 0;
nuclear@0 392 }
nuclear@0 393 }
nuclear@0 394 }
nuclear@0 395
nuclear@0 396 struct render_target *create_rtarg(int xsz, int ysz)
nuclear@0 397 {
nuclear@0 398 struct render_target *rt = new render_target;
nuclear@0 399
nuclear@0 400 glGenFramebuffersEXT(1, &rt->fbo);
nuclear@0 401 glBindFramebufferEXT(GL_FRAMEBUFFER, rt->fbo);
nuclear@0 402
nuclear@0 403 // create the render target texture
nuclear@0 404 glGenTextures(1, &rt->color_tex);
nuclear@0 405 glBindTexture(GL_TEXTURE_2D, rt->color_tex);
nuclear@0 406 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
nuclear@0 407 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
nuclear@1 408 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
nuclear@1 409 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
nuclear@0 410 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, xsz, ysz, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
nuclear@0 411
nuclear@0 412 glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->color_tex, 0);
nuclear@0 413
nuclear@0 414 // create depth buffer
nuclear@0 415 glGenRenderbuffersEXT(1, &rt->depth_buf);
nuclear@0 416 glBindRenderbufferEXT(GL_RENDERBUFFER, rt->depth_buf);
nuclear@0 417 glRenderbufferStorageEXT(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, xsz, ysz);
nuclear@0 418
nuclear@0 419 glFramebufferRenderbufferEXT(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth_buf);
nuclear@0 420
nuclear@0 421 if(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
nuclear@0 422 fprintf(stderr, "incomplete fbo\n");
nuclear@0 423 return 0;
nuclear@0 424 }
nuclear@0 425
nuclear@0 426 glBindFramebufferEXT(GL_FRAMEBUFFER, 0);
nuclear@0 427 return rt;
nuclear@0 428 }
nuclear@0 429
nuclear@0 430 void destroy_rtarg(struct render_target *rt)
nuclear@0 431 {
nuclear@0 432 if(!rt) {
nuclear@0 433 return;
nuclear@0 434 }
nuclear@0 435 glDeleteFramebuffersEXT(1, &rt->fbo);
nuclear@0 436 glDeleteTextures(1, &rt->color_tex);
nuclear@0 437 glDeleteRenderbuffersEXT(1, &rt->depth_buf);
nuclear@0 438 delete rt;
nuclear@0 439 }
nuclear@11 440
nuclear@11 441 bool parse_args(int argc, char **argv)
nuclear@11 442 {
nuclear@11 443 for(int i=1; i<argc; i++) {
nuclear@11 444 if(strcmp(argv[i], "-noblock") == 0) {
nuclear@11 445 opt_highres = true;
nuclear@11 446 } else if(strcmp(argv[i], "-nodither") == 0) {
nuclear@11 447 opt_regular_render = true;
nuclear@11 448 } else {
nuclear@11 449 fprintf(stderr, "invalid argument: %s\n", argv[i]);
nuclear@11 450 return false;
nuclear@11 451 }
nuclear@11 452 }
nuclear@11 453 return true;
nuclear@11 454 }