rev |
line source |
nuclear@0
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1 #include <stdio.h>
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nuclear@0
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2 #include <stdlib.h>
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nuclear@0
|
3 #include <math.h>
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nuclear@0
|
4 #include <assert.h>
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nuclear@3
|
5 #include "opengl.h"
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nuclear@0
|
6 #include "sdr.h"
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nuclear@0
|
7 #include "dither_matrix.h"
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nuclear@3
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8 #include "scroller.h"
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nuclear@5
|
9 #include "mballs.h"
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nuclear@0
|
10
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nuclear@2
|
11 #define DITHER_SZ 8
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nuclear@0
|
12 #define DITHER_LEVELS 16
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nuclear@0
|
13
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nuclear@1
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14 #if DITHER_SZ == 4
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nuclear@1
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15 #define dither_matrix dither_matrix4
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nuclear@1
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16 #elif DITHER_SZ == 8
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nuclear@3
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17 #define dither_matrix halftone_matrix8
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nuclear@1
|
18 #else
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nuclear@1
|
19 #error "invalid dither size"
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nuclear@1
|
20 #endif
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nuclear@1
|
21
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nuclear@0
|
22 struct render_target {
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nuclear@0
|
23 unsigned int fbo;
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nuclear@0
|
24 unsigned int color_tex, depth_buf;
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nuclear@0
|
25 };
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nuclear@0
|
26
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nuclear@0
|
27 bool init();
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nuclear@0
|
28 void cleanup();
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nuclear@0
|
29 void disp();
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nuclear@0
|
30 void idle();
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nuclear@0
|
31 void reshape(int x, int y);
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nuclear@0
|
32 void keyb(unsigned char key, int x, int y);
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nuclear@0
|
33 void mouse(int bn, int state, int x, int y);
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nuclear@0
|
34 void motion(int x, int y);
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nuclear@0
|
35 struct render_target *create_rtarg(int xsz, int ysz);
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nuclear@0
|
36 void destroy_rtarg(struct render_target *rt);
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nuclear@0
|
37
|
nuclear@0
|
38 int xsz, ysz;
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nuclear@5
|
39 float cam_theta, cam_phi = 25, cam_dist = 9;
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nuclear@0
|
40 unsigned int dither_tex;
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nuclear@0
|
41 struct render_target *rtarg;
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nuclear@7
|
42 unsigned int post_prog, phong_prog;
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nuclear@0
|
43
|
nuclear@5
|
44 int opt_highres, opt_regular_render;
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nuclear@5
|
45
|
nuclear@5
|
46
|
nuclear@0
|
47 int main(int argc, char **argv)
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nuclear@0
|
48 {
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nuclear@0
|
49 glutInit(&argc, argv);
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nuclear@1
|
50 glutInitWindowSize(1024, 768);
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nuclear@0
|
51 glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
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nuclear@0
|
52 glutCreateWindow("DBF UDG compo entry by Nuclear");
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nuclear@0
|
53
|
nuclear@0
|
54 glutDisplayFunc(disp);
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nuclear@0
|
55 glutIdleFunc(idle);
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nuclear@0
|
56 glutReshapeFunc(reshape);
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nuclear@0
|
57 glutKeyboardFunc(keyb);
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nuclear@0
|
58 glutMouseFunc(mouse);
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nuclear@0
|
59 glutMotionFunc(motion);
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nuclear@0
|
60
|
nuclear@0
|
61 glewInit();
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nuclear@0
|
62
|
nuclear@0
|
63 if(!init()) {
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nuclear@0
|
64 return 1;
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nuclear@0
|
65 }
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nuclear@0
|
66
|
nuclear@0
|
67 glutMainLoop();
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nuclear@0
|
68 return 0;
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nuclear@0
|
69 }
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nuclear@0
|
70
|
nuclear@0
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71 bool init()
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nuclear@0
|
72 {
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nuclear@6
|
73 FILE *fp = fopen("udg.ppm", "wb");
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nuclear@6
|
74 if(fp) {
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nuclear@6
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75 fprintf(fp, "P6\n%d %d\n255\n", DITHER_SZ, DITHER_SZ * DITHER_LEVELS);
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nuclear@6
|
76 }
|
nuclear@6
|
77
|
nuclear@6
|
78 unsigned char *img = new unsigned char[DITHER_SZ * DITHER_SZ * DITHER_LEVELS];
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nuclear@6
|
79 unsigned char *ptr = img;
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nuclear@0
|
80
|
nuclear@0
|
81 for(int i=0; i<DITHER_LEVELS; i++) {
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nuclear@0
|
82 float val = (float)i / (float)(DITHER_LEVELS - 1);
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nuclear@0
|
83 for(int y=0; y<DITHER_SZ; y++) {
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nuclear@0
|
84 for(int x=0; x<DITHER_SZ; x++) {
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nuclear@0
|
85 /* (1 + M) / (1 + MxN) */
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nuclear@1
|
86 float thres = (1.0 + dither_matrix[x][y]) / (1.0 + DITHER_SZ * DITHER_SZ);
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nuclear@6
|
87 *ptr++ = val >= thres ? 255 : 0;
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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);
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nuclear@6
|
94 fputc(g, fp);
|
nuclear@6
|
95 fputc(b, fp);
|
nuclear@6
|
96 }
|
nuclear@0
|
97 }
|
nuclear@0
|
98 }
|
nuclear@0
|
99 }
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nuclear@0
|
100
|
nuclear@6
|
101 if(fp) {
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nuclear@6
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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
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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"))) {
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nuclear@0
|
110 return false;
|
nuclear@0
|
111 }
|
nuclear@0
|
112
|
nuclear@0
|
113 glGenTextures(1, &dither_tex);
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nuclear@0
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114 glBindTexture(GL_TEXTURE_2D, dither_tex);
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nuclear@0
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115 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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nuclear@0
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116 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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nuclear@0
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117 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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nuclear@0
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118 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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nuclear@6
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119 glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, DITHER_SZ, DITHER_SZ * DITHER_LEVELS, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, img);
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nuclear@0
|
120
|
nuclear@3
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121 if(!init_scroller()) {
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nuclear@3
|
122 return false;
|
nuclear@3
|
123 }
|
nuclear@3
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124
|
nuclear@5
|
125 if(!mball_init()) {
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nuclear@5
|
126 return false;
|
nuclear@5
|
127 }
|
nuclear@5
|
128
|
nuclear@0
|
129 glEnable(GL_CULL_FACE);
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nuclear@0
|
130 glEnable(GL_DEPTH_TEST);
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nuclear@0
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131 glEnable(GL_LIGHTING);
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nuclear@0
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132 glEnable(GL_LIGHT0);
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nuclear@5
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133 glEnable(GL_NORMALIZE);
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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
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143
|
nuclear@0
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144 glMatrixMode(GL_MODELVIEW);
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nuclear@0
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145 glPushMatrix();
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nuclear@0
|
146 glLoadIdentity();
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nuclear@0
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147 glMatrixMode(GL_PROJECTION);
|
nuclear@0
|
148 glPushMatrix();
|
nuclear@0
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149 glLoadIdentity();
|
nuclear@0
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150
|
nuclear@0
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151 glBegin(GL_QUADS);
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nuclear@0
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152 glColor3f(0, 0, 0);
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nuclear@0
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153 glVertex2f(-1, -1);
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nuclear@0
|
154 glVertex2f(1, -1);
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nuclear@0
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155 glColor3f(1, 1, 1);
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nuclear@0
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156 glVertex2f(1, 1);
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nuclear@0
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157 glVertex2f(-1, 1);
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nuclear@0
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158 glEnd();
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nuclear@0
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159
|
nuclear@0
|
160 glPopMatrix();
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nuclear@0
|
161 glMatrixMode(GL_MODELVIEW);
|
nuclear@0
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162 glPopMatrix();
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nuclear@0
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163
|
nuclear@0
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164 glPopAttrib();
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nuclear@4
|
165 /*draw_scroller(glutGet(GLUT_ELAPSED_TIME) / 1000.0); */
|
nuclear@0
|
166 }
|
nuclear@0
|
167
|
nuclear@0
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168 void disp()
|
nuclear@0
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169 {
|
nuclear@0
|
170 float ldir[] = {-1, 1, 2, 0};
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nuclear@5
|
171 int xres, yres;
|
nuclear@0
|
172
|
nuclear@5
|
173 if(opt_highres) {
|
nuclear@5
|
174 xres = xsz;
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nuclear@5
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175 yres = ysz;
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nuclear@5
|
176 } else {
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nuclear@5
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177 xres = xsz / DITHER_SZ;
|
nuclear@5
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178 yres = ysz / DITHER_SZ;
|
nuclear@5
|
179 }
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nuclear@4
|
180
|
nuclear@0
|
181 if(!rtarg) {
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nuclear@4
|
182 printf("(re)creating render target (%dx%d)\n", xres, yres);
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nuclear@4
|
183 if(!(rtarg = create_rtarg(xres, yres))) {
|
nuclear@0
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184 exit(0);
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nuclear@0
|
185 }
|
nuclear@0
|
186 }
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nuclear@0
|
187
|
nuclear@5
|
188 if(!opt_regular_render) {
|
nuclear@5
|
189 glBindFramebufferEXT(GL_FRAMEBUFFER, rtarg->fbo);
|
nuclear@5
|
190 }
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nuclear@4
|
191 glViewport(0, 0, xres, yres);
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nuclear@0
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192
|
nuclear@0
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193 glClearColor(1, 1, 1, 1);
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nuclear@0
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194 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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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
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201 glTranslatef(0, 0, -cam_dist);
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nuclear@0
|
202 glRotatef(cam_phi, 1, 0, 0);
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nuclear@0
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203 glRotatef(cam_theta, 0, 1, 0);
|
nuclear@0
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204
|
nuclear@5
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205 glLightfv(GL_LIGHT0, GL_POSITION, ldir);
|
nuclear@5
|
206
|
nuclear@2
|
207 const float blue[] = {0.4, 0.45, 1.0, 1};
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nuclear@2
|
208 const float white[] = {1, 1, 1, 1};
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nuclear@2
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209 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, blue);
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nuclear@2
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210 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, white);
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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 }
|