dbf-udg

annotate src/udg.cc @ 7:603656331514

phong blobs
author John Tsiombikas <nuclear@member.fsf.org>
date Mon, 18 Feb 2013 05:44:17 +0200
parents 57ea4988a9f2
children f0a47f46ee45
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@7 42 unsigned int post_prog, phong_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@7 105 if(!(phong_prog = create_program_load("sdr/phong.v.glsl", "sdr/phong.p.glsl"))) {
nuclear@7 106 return false;
nuclear@7 107 }
nuclear@7 108
nuclear@7 109 if(!(post_prog = create_program_load("sdr/dither.v.glsl", "sdr/dither.p.glsl"))) {
nuclear@0 110 return false;
nuclear@0 111 }
nuclear@0 112
nuclear@0 113 glGenTextures(1, &dither_tex);
nuclear@0 114 glBindTexture(GL_TEXTURE_2D, dither_tex);
nuclear@0 115 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
nuclear@0 116 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
nuclear@0 117 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
nuclear@0 118 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
nuclear@6 119 glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, DITHER_SZ, DITHER_SZ * DITHER_LEVELS, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, img);
nuclear@0 120
nuclear@3 121 if(!init_scroller()) {
nuclear@3 122 return false;
nuclear@3 123 }
nuclear@3 124
nuclear@5 125 if(!mball_init()) {
nuclear@5 126 return false;
nuclear@5 127 }
nuclear@5 128
nuclear@0 129 glEnable(GL_CULL_FACE);
nuclear@0 130 glEnable(GL_DEPTH_TEST);
nuclear@0 131 glEnable(GL_LIGHTING);
nuclear@0 132 glEnable(GL_LIGHT0);
nuclear@5 133 glEnable(GL_NORMALIZE);
nuclear@0 134
nuclear@0 135 return true;
nuclear@0 136 }
nuclear@0 137
nuclear@0 138 void draw_backdrop()
nuclear@0 139 {
nuclear@0 140 glPushAttrib(GL_ENABLE_BIT);
nuclear@0 141 glDisable(GL_DEPTH_TEST);
nuclear@0 142 glDisable(GL_LIGHTING);
nuclear@0 143
nuclear@0 144 glMatrixMode(GL_MODELVIEW);
nuclear@0 145 glPushMatrix();
nuclear@0 146 glLoadIdentity();
nuclear@0 147 glMatrixMode(GL_PROJECTION);
nuclear@0 148 glPushMatrix();
nuclear@0 149 glLoadIdentity();
nuclear@0 150
nuclear@0 151 glBegin(GL_QUADS);
nuclear@0 152 glColor3f(0, 0, 0);
nuclear@0 153 glVertex2f(-1, -1);
nuclear@0 154 glVertex2f(1, -1);
nuclear@0 155 glColor3f(1, 1, 1);
nuclear@0 156 glVertex2f(1, 1);
nuclear@0 157 glVertex2f(-1, 1);
nuclear@0 158 glEnd();
nuclear@0 159
nuclear@0 160 glPopMatrix();
nuclear@0 161 glMatrixMode(GL_MODELVIEW);
nuclear@0 162 glPopMatrix();
nuclear@0 163
nuclear@0 164 glPopAttrib();
nuclear@4 165 /*draw_scroller(glutGet(GLUT_ELAPSED_TIME) / 1000.0); */
nuclear@0 166 }
nuclear@0 167
nuclear@0 168 void disp()
nuclear@0 169 {
nuclear@0 170 float ldir[] = {-1, 1, 2, 0};
nuclear@5 171 int xres, yres;
nuclear@0 172
nuclear@5 173 if(opt_highres) {
nuclear@5 174 xres = xsz;
nuclear@5 175 yres = ysz;
nuclear@5 176 } else {
nuclear@5 177 xres = xsz / DITHER_SZ;
nuclear@5 178 yres = ysz / DITHER_SZ;
nuclear@5 179 }
nuclear@4 180
nuclear@0 181 if(!rtarg) {
nuclear@4 182 printf("(re)creating render target (%dx%d)\n", xres, yres);
nuclear@4 183 if(!(rtarg = create_rtarg(xres, yres))) {
nuclear@0 184 exit(0);
nuclear@0 185 }
nuclear@0 186 }
nuclear@0 187
nuclear@5 188 if(!opt_regular_render) {
nuclear@5 189 glBindFramebufferEXT(GL_FRAMEBUFFER, rtarg->fbo);
nuclear@5 190 }
nuclear@4 191 glViewport(0, 0, xres, yres);
nuclear@0 192
nuclear@0 193 glClearColor(1, 1, 1, 1);
nuclear@0 194 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
nuclear@0 195
nuclear@0 196 draw_backdrop();
nuclear@0 197
nuclear@0 198 glMatrixMode(GL_MODELVIEW);
nuclear@0 199 glLoadIdentity();
nuclear@0 200
nuclear@0 201 glTranslatef(0, 0, -cam_dist);
nuclear@0 202 glRotatef(cam_phi, 1, 0, 0);
nuclear@0 203 glRotatef(cam_theta, 0, 1, 0);
nuclear@0 204
nuclear@5 205 glLightfv(GL_LIGHT0, GL_POSITION, ldir);
nuclear@5 206
nuclear@2 207 const float blue[] = {0.4, 0.45, 1.0, 1};
nuclear@2 208 const float white[] = {1, 1, 1, 1};
nuclear@2 209 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, blue);
nuclear@2 210 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, white);
nuclear@2 211 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 80.0);
nuclear@2 212
nuclear@7 213 bind_program(phong_prog);
nuclear@5 214 mball_render();
nuclear@7 215 bind_program(0);
nuclear@0 216
nuclear@0 217
nuclear@5 218 if(!opt_regular_render) {
nuclear@5 219 glBindFramebufferEXT(GL_FRAMEBUFFER, 0);
nuclear@5 220 glViewport(0, 0, xsz, ysz);
nuclear@1 221
nuclear@5 222 glClear(GL_COLOR_BUFFER_BIT);
nuclear@0 223
nuclear@5 224 glMatrixMode(GL_PROJECTION);
nuclear@5 225 glPushMatrix();
nuclear@5 226 glLoadIdentity();
nuclear@5 227 glMatrixMode(GL_MODELVIEW);
nuclear@5 228 glLoadIdentity();
nuclear@5 229 glPushMatrix();
nuclear@0 230
nuclear@5 231 glPushAttrib(GL_ENABLE_BIT);
nuclear@5 232 glDisable(GL_DEPTH_TEST);
nuclear@0 233
nuclear@7 234 bind_program(post_prog);
nuclear@7 235 set_uniform_int(post_prog, "framebuf", 0);
nuclear@7 236 set_uniform_int(post_prog, "dither_tex", 1);
nuclear@7 237 set_uniform_int(post_prog, "dither_levels", DITHER_LEVELS);
nuclear@7 238 set_uniform_int(post_prog, "dither_size", DITHER_SZ);
nuclear@0 239
nuclear@5 240 glActiveTextureARB(GL_TEXTURE0);
nuclear@5 241 glBindTexture(GL_TEXTURE_2D, rtarg->color_tex);
nuclear@5 242 glEnable(GL_TEXTURE_2D);
nuclear@5 243 glActiveTextureARB(GL_TEXTURE1);
nuclear@5 244 glBindTexture(GL_TEXTURE_2D, dither_tex);
nuclear@5 245 glEnable(GL_TEXTURE_2D);
nuclear@0 246
nuclear@5 247 glBegin(GL_QUADS);
nuclear@5 248 glColor3f(0, 1, 0);
nuclear@5 249 glTexCoord2f(0, 0); glVertex2f(-1, -1);
nuclear@5 250 glTexCoord2f(1, 0); glVertex2f(1, -1);
nuclear@5 251 glTexCoord2f(1, 1); glVertex2f(1, 1);
nuclear@5 252 glTexCoord2f(0, 1); glVertex2f(-1, 1);
nuclear@5 253 glEnd();
nuclear@0 254
nuclear@5 255 glActiveTextureARB(GL_TEXTURE1);
nuclear@5 256 glDisable(GL_TEXTURE_2D);
nuclear@5 257 glActiveTextureARB(GL_TEXTURE0);
nuclear@5 258 glDisable(GL_TEXTURE_2D);
nuclear@0 259
nuclear@5 260 bind_program(0);
nuclear@0 261
nuclear@5 262 glPopAttrib();
nuclear@0 263
nuclear@5 264 glMatrixMode(GL_PROJECTION);
nuclear@5 265 glPopMatrix();
nuclear@5 266 glMatrixMode(GL_MODELVIEW);
nuclear@5 267 glPopMatrix();
nuclear@5 268 }
nuclear@0 269
nuclear@0 270 glutSwapBuffers();
nuclear@0 271 assert(glGetError() == GL_NO_ERROR);
nuclear@0 272 }
nuclear@0 273
nuclear@0 274 void idle()
nuclear@0 275 {
nuclear@0 276 glutPostRedisplay();
nuclear@0 277 }
nuclear@0 278
nuclear@0 279 void reshape(int x, int y)
nuclear@0 280 {
nuclear@0 281 glViewport(0, 0, x, y);
nuclear@0 282
nuclear@0 283 glMatrixMode(GL_PROJECTION);
nuclear@0 284 glLoadIdentity();
nuclear@0 285 gluPerspective(45.0, (float)x / (float)y, 0.5, 500.0);
nuclear@0 286
nuclear@0 287 if(x != xsz || y != ysz) {
nuclear@0 288 destroy_rtarg(rtarg);
nuclear@0 289 rtarg = 0;
nuclear@0 290 xsz = x;
nuclear@0 291 ysz = y;
nuclear@0 292 }
nuclear@0 293 }
nuclear@0 294
nuclear@0 295 void keyb(unsigned char key, int x, int y)
nuclear@0 296 {
nuclear@0 297 switch(key) {
nuclear@0 298 case 27:
nuclear@0 299 exit(0);
nuclear@4 300
nuclear@4 301 case 'f':
nuclear@4 302 {
nuclear@4 303 static bool fullscreen;
nuclear@4 304 static int orig_x, orig_y;
nuclear@4 305
nuclear@4 306 fullscreen = !fullscreen;
nuclear@4 307 if(fullscreen) {
nuclear@4 308 orig_x = xsz;
nuclear@4 309 orig_y = ysz;
nuclear@4 310 glutFullScreen();
nuclear@4 311 } else {
nuclear@4 312 glutReshapeWindow(orig_x, orig_y);
nuclear@4 313 }
nuclear@4 314 }
nuclear@4 315 break;
nuclear@5 316
nuclear@5 317 case 'r':
nuclear@5 318 opt_regular_render = !opt_regular_render;
nuclear@5 319 break;
nuclear@5 320
nuclear@5 321 case 'h':
nuclear@5 322 opt_highres = !opt_highres;
nuclear@5 323 if(rtarg) {
nuclear@5 324 destroy_rtarg(rtarg);
nuclear@5 325 rtarg = 0;
nuclear@5 326 }
nuclear@5 327 break;
nuclear@0 328 }
nuclear@0 329 }
nuclear@0 330
nuclear@0 331 bool bnstate[16];
nuclear@0 332 int prev_x, prev_y;
nuclear@0 333
nuclear@0 334 void mouse(int bn, int state, int x, int y)
nuclear@0 335 {
nuclear@0 336 int idx = bn - GLUT_LEFT_BUTTON;
nuclear@0 337
nuclear@0 338 if(idx < (int)(sizeof bnstate / sizeof *bnstate)) {
nuclear@0 339 bnstate[idx] = state == GLUT_DOWN;
nuclear@0 340 }
nuclear@0 341 prev_x = x;
nuclear@0 342 prev_y = y;
nuclear@0 343 }
nuclear@0 344
nuclear@0 345 void motion(int x, int y)
nuclear@0 346 {
nuclear@0 347 int dx = x - prev_x;
nuclear@0 348 int dy = y - prev_y;
nuclear@0 349 prev_x = x;
nuclear@0 350 prev_y = y;
nuclear@0 351
nuclear@0 352 if(bnstate[0]) {
nuclear@0 353 cam_theta = fmod(cam_theta + dx * 0.5, 360.0);
nuclear@0 354 cam_phi += dy * 0.5;
nuclear@0 355 if(cam_phi < -90) {
nuclear@0 356 cam_phi = -90;
nuclear@0 357 }
nuclear@0 358 if(cam_phi > 90) {
nuclear@0 359 cam_phi = 90;
nuclear@0 360 }
nuclear@0 361 }
nuclear@0 362 if(bnstate[2]) {
nuclear@0 363 cam_dist += dy * 0.1;
nuclear@0 364 if(cam_dist < 0) {
nuclear@0 365 cam_dist = 0;
nuclear@0 366 }
nuclear@0 367 }
nuclear@0 368 }
nuclear@0 369
nuclear@0 370 struct render_target *create_rtarg(int xsz, int ysz)
nuclear@0 371 {
nuclear@0 372 struct render_target *rt = new render_target;
nuclear@0 373
nuclear@0 374 glGenFramebuffersEXT(1, &rt->fbo);
nuclear@0 375 glBindFramebufferEXT(GL_FRAMEBUFFER, rt->fbo);
nuclear@0 376
nuclear@0 377 // create the render target texture
nuclear@0 378 glGenTextures(1, &rt->color_tex);
nuclear@0 379 glBindTexture(GL_TEXTURE_2D, rt->color_tex);
nuclear@0 380 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
nuclear@0 381 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
nuclear@1 382 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
nuclear@1 383 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
nuclear@0 384 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, xsz, ysz, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
nuclear@0 385
nuclear@0 386 glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->color_tex, 0);
nuclear@0 387
nuclear@0 388 // create depth buffer
nuclear@0 389 glGenRenderbuffersEXT(1, &rt->depth_buf);
nuclear@0 390 glBindRenderbufferEXT(GL_RENDERBUFFER, rt->depth_buf);
nuclear@0 391 glRenderbufferStorageEXT(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, xsz, ysz);
nuclear@0 392
nuclear@0 393 glFramebufferRenderbufferEXT(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth_buf);
nuclear@0 394
nuclear@0 395 if(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
nuclear@0 396 fprintf(stderr, "incomplete fbo\n");
nuclear@0 397 return 0;
nuclear@0 398 }
nuclear@0 399
nuclear@0 400 glBindFramebufferEXT(GL_FRAMEBUFFER, 0);
nuclear@0 401 return rt;
nuclear@0 402 }
nuclear@0 403
nuclear@0 404 void destroy_rtarg(struct render_target *rt)
nuclear@0 405 {
nuclear@0 406 if(!rt) {
nuclear@0 407 return;
nuclear@0 408 }
nuclear@0 409 glDeleteFramebuffersEXT(1, &rt->fbo);
nuclear@0 410 glDeleteTextures(1, &rt->color_tex);
nuclear@0 411 glDeleteRenderbuffersEXT(1, &rt->depth_buf);
nuclear@0 412 delete rt;
nuclear@0 413 }