dbf-udg

annotate src/udg.cc @ 5:e09cbb2e9d4f

metaballs
author John Tsiombikas <nuclear@member.fsf.org>
date Mon, 18 Feb 2013 03:46:52 +0200
parents 5fb21401b7c8
children 57ea4988a9f2
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@0 73 float *img = new float[DITHER_SZ * DITHER_SZ * DITHER_LEVELS];
nuclear@0 74 float *ptr = img;
nuclear@0 75
nuclear@0 76 for(int i=0; i<DITHER_LEVELS; i++) {
nuclear@0 77 float val = (float)i / (float)(DITHER_LEVELS - 1);
nuclear@0 78 for(int y=0; y<DITHER_SZ; y++) {
nuclear@0 79 for(int x=0; x<DITHER_SZ; x++) {
nuclear@0 80 /* (1 + M) / (1 + MxN) */
nuclear@1 81 float thres = (1.0 + dither_matrix[x][y]) / (1.0 + DITHER_SZ * DITHER_SZ);
nuclear@0 82 *ptr++ = val >= thres ? 1.0 : 0.0;
nuclear@0 83 }
nuclear@0 84 }
nuclear@0 85 }
nuclear@0 86
nuclear@0 87 if(!(prog = create_program_load("sdr/dither.v.glsl", "sdr/dither.p.glsl"))) {
nuclear@0 88 return false;
nuclear@0 89 }
nuclear@0 90
nuclear@0 91 glGenTextures(1, &dither_tex);
nuclear@0 92 glBindTexture(GL_TEXTURE_2D, dither_tex);
nuclear@0 93 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
nuclear@0 94 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
nuclear@0 95 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
nuclear@0 96 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
nuclear@0 97 glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, DITHER_SZ, DITHER_SZ * DITHER_LEVELS, 0, GL_LUMINANCE, GL_FLOAT, img);
nuclear@0 98
nuclear@3 99 if(!init_scroller()) {
nuclear@3 100 return false;
nuclear@3 101 }
nuclear@3 102
nuclear@5 103 if(!mball_init()) {
nuclear@5 104 return false;
nuclear@5 105 }
nuclear@5 106
nuclear@0 107 glEnable(GL_CULL_FACE);
nuclear@0 108 glEnable(GL_DEPTH_TEST);
nuclear@0 109 glEnable(GL_LIGHTING);
nuclear@0 110 glEnable(GL_LIGHT0);
nuclear@5 111 glEnable(GL_NORMALIZE);
nuclear@0 112
nuclear@0 113 return true;
nuclear@0 114 }
nuclear@0 115
nuclear@0 116 void draw_backdrop()
nuclear@0 117 {
nuclear@0 118 glPushAttrib(GL_ENABLE_BIT);
nuclear@0 119 glDisable(GL_DEPTH_TEST);
nuclear@0 120 glDisable(GL_LIGHTING);
nuclear@0 121
nuclear@0 122 glMatrixMode(GL_MODELVIEW);
nuclear@0 123 glPushMatrix();
nuclear@0 124 glLoadIdentity();
nuclear@0 125 glMatrixMode(GL_PROJECTION);
nuclear@0 126 glPushMatrix();
nuclear@0 127 glLoadIdentity();
nuclear@0 128
nuclear@0 129 glBegin(GL_QUADS);
nuclear@0 130 glColor3f(0, 0, 0);
nuclear@0 131 glVertex2f(-1, -1);
nuclear@0 132 glVertex2f(1, -1);
nuclear@0 133 glColor3f(1, 1, 1);
nuclear@0 134 glVertex2f(1, 1);
nuclear@0 135 glVertex2f(-1, 1);
nuclear@0 136 glEnd();
nuclear@0 137
nuclear@0 138 glPopMatrix();
nuclear@0 139 glMatrixMode(GL_MODELVIEW);
nuclear@0 140 glPopMatrix();
nuclear@0 141
nuclear@0 142 glPopAttrib();
nuclear@4 143 /*draw_scroller(glutGet(GLUT_ELAPSED_TIME) / 1000.0); */
nuclear@0 144 }
nuclear@0 145
nuclear@0 146 void disp()
nuclear@0 147 {
nuclear@0 148 float ldir[] = {-1, 1, 2, 0};
nuclear@5 149 int xres, yres;
nuclear@0 150
nuclear@5 151 if(opt_highres) {
nuclear@5 152 xres = xsz;
nuclear@5 153 yres = ysz;
nuclear@5 154 } else {
nuclear@5 155 xres = xsz / DITHER_SZ;
nuclear@5 156 yres = ysz / DITHER_SZ;
nuclear@5 157 }
nuclear@4 158
nuclear@0 159 if(!rtarg) {
nuclear@4 160 printf("(re)creating render target (%dx%d)\n", xres, yres);
nuclear@4 161 if(!(rtarg = create_rtarg(xres, yres))) {
nuclear@0 162 exit(0);
nuclear@0 163 }
nuclear@0 164 }
nuclear@0 165
nuclear@5 166 if(!opt_regular_render) {
nuclear@5 167 glBindFramebufferEXT(GL_FRAMEBUFFER, rtarg->fbo);
nuclear@5 168 }
nuclear@4 169 glViewport(0, 0, xres, yres);
nuclear@0 170
nuclear@0 171 glClearColor(1, 1, 1, 1);
nuclear@0 172 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
nuclear@0 173
nuclear@0 174 draw_backdrop();
nuclear@0 175
nuclear@0 176 glMatrixMode(GL_MODELVIEW);
nuclear@0 177 glLoadIdentity();
nuclear@0 178
nuclear@0 179 glTranslatef(0, 0, -cam_dist);
nuclear@0 180 glRotatef(cam_phi, 1, 0, 0);
nuclear@0 181 glRotatef(cam_theta, 0, 1, 0);
nuclear@0 182
nuclear@5 183 glLightfv(GL_LIGHT0, GL_POSITION, ldir);
nuclear@5 184
nuclear@2 185 const float blue[] = {0.4, 0.45, 1.0, 1};
nuclear@2 186 const float white[] = {1, 1, 1, 1};
nuclear@2 187 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, blue);
nuclear@2 188 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, white);
nuclear@2 189 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 80.0);
nuclear@2 190
nuclear@5 191 mball_render();
nuclear@0 192
nuclear@0 193
nuclear@5 194 if(!opt_regular_render) {
nuclear@5 195 glBindFramebufferEXT(GL_FRAMEBUFFER, 0);
nuclear@5 196 glViewport(0, 0, xsz, ysz);
nuclear@1 197
nuclear@5 198 glClear(GL_COLOR_BUFFER_BIT);
nuclear@0 199
nuclear@5 200 glMatrixMode(GL_PROJECTION);
nuclear@5 201 glPushMatrix();
nuclear@5 202 glLoadIdentity();
nuclear@5 203 glMatrixMode(GL_MODELVIEW);
nuclear@5 204 glLoadIdentity();
nuclear@5 205 glPushMatrix();
nuclear@0 206
nuclear@5 207 glPushAttrib(GL_ENABLE_BIT);
nuclear@5 208 glDisable(GL_DEPTH_TEST);
nuclear@0 209
nuclear@5 210 bind_program(prog);
nuclear@5 211 set_uniform_int(prog, "framebuf", 0);
nuclear@5 212 set_uniform_int(prog, "dither_tex", 1);
nuclear@5 213 set_uniform_int(prog, "dither_levels", DITHER_LEVELS);
nuclear@5 214 set_uniform_int(prog, "dither_size", DITHER_SZ);
nuclear@0 215
nuclear@5 216 glActiveTextureARB(GL_TEXTURE0);
nuclear@5 217 glBindTexture(GL_TEXTURE_2D, rtarg->color_tex);
nuclear@5 218 glEnable(GL_TEXTURE_2D);
nuclear@5 219 glActiveTextureARB(GL_TEXTURE1);
nuclear@5 220 glBindTexture(GL_TEXTURE_2D, dither_tex);
nuclear@5 221 glEnable(GL_TEXTURE_2D);
nuclear@0 222
nuclear@5 223 glBegin(GL_QUADS);
nuclear@5 224 glColor3f(0, 1, 0);
nuclear@5 225 glTexCoord2f(0, 0); glVertex2f(-1, -1);
nuclear@5 226 glTexCoord2f(1, 0); glVertex2f(1, -1);
nuclear@5 227 glTexCoord2f(1, 1); glVertex2f(1, 1);
nuclear@5 228 glTexCoord2f(0, 1); glVertex2f(-1, 1);
nuclear@5 229 glEnd();
nuclear@0 230
nuclear@5 231 glActiveTextureARB(GL_TEXTURE1);
nuclear@5 232 glDisable(GL_TEXTURE_2D);
nuclear@5 233 glActiveTextureARB(GL_TEXTURE0);
nuclear@5 234 glDisable(GL_TEXTURE_2D);
nuclear@0 235
nuclear@5 236 bind_program(0);
nuclear@0 237
nuclear@5 238 glPopAttrib();
nuclear@0 239
nuclear@5 240 glMatrixMode(GL_PROJECTION);
nuclear@5 241 glPopMatrix();
nuclear@5 242 glMatrixMode(GL_MODELVIEW);
nuclear@5 243 glPopMatrix();
nuclear@5 244 }
nuclear@0 245
nuclear@0 246 glutSwapBuffers();
nuclear@0 247 assert(glGetError() == GL_NO_ERROR);
nuclear@0 248 }
nuclear@0 249
nuclear@0 250 void idle()
nuclear@0 251 {
nuclear@0 252 glutPostRedisplay();
nuclear@0 253 }
nuclear@0 254
nuclear@0 255 void reshape(int x, int y)
nuclear@0 256 {
nuclear@0 257 glViewport(0, 0, x, y);
nuclear@0 258
nuclear@0 259 glMatrixMode(GL_PROJECTION);
nuclear@0 260 glLoadIdentity();
nuclear@0 261 gluPerspective(45.0, (float)x / (float)y, 0.5, 500.0);
nuclear@0 262
nuclear@0 263 if(x != xsz || y != ysz) {
nuclear@0 264 destroy_rtarg(rtarg);
nuclear@0 265 rtarg = 0;
nuclear@0 266 xsz = x;
nuclear@0 267 ysz = y;
nuclear@0 268 }
nuclear@0 269 }
nuclear@0 270
nuclear@0 271 void keyb(unsigned char key, int x, int y)
nuclear@0 272 {
nuclear@0 273 switch(key) {
nuclear@0 274 case 27:
nuclear@0 275 exit(0);
nuclear@4 276
nuclear@4 277 case 'f':
nuclear@4 278 {
nuclear@4 279 static bool fullscreen;
nuclear@4 280 static int orig_x, orig_y;
nuclear@4 281
nuclear@4 282 fullscreen = !fullscreen;
nuclear@4 283 if(fullscreen) {
nuclear@4 284 orig_x = xsz;
nuclear@4 285 orig_y = ysz;
nuclear@4 286 glutFullScreen();
nuclear@4 287 } else {
nuclear@4 288 glutReshapeWindow(orig_x, orig_y);
nuclear@4 289 }
nuclear@4 290 }
nuclear@4 291 break;
nuclear@5 292
nuclear@5 293 case 'r':
nuclear@5 294 opt_regular_render = !opt_regular_render;
nuclear@5 295 break;
nuclear@5 296
nuclear@5 297 case 'h':
nuclear@5 298 opt_highres = !opt_highres;
nuclear@5 299 if(rtarg) {
nuclear@5 300 destroy_rtarg(rtarg);
nuclear@5 301 rtarg = 0;
nuclear@5 302 }
nuclear@5 303 break;
nuclear@0 304 }
nuclear@0 305 }
nuclear@0 306
nuclear@0 307 bool bnstate[16];
nuclear@0 308 int prev_x, prev_y;
nuclear@0 309
nuclear@0 310 void mouse(int bn, int state, int x, int y)
nuclear@0 311 {
nuclear@0 312 int idx = bn - GLUT_LEFT_BUTTON;
nuclear@0 313
nuclear@0 314 if(idx < (int)(sizeof bnstate / sizeof *bnstate)) {
nuclear@0 315 bnstate[idx] = state == GLUT_DOWN;
nuclear@0 316 }
nuclear@0 317 prev_x = x;
nuclear@0 318 prev_y = y;
nuclear@0 319 }
nuclear@0 320
nuclear@0 321 void motion(int x, int y)
nuclear@0 322 {
nuclear@0 323 int dx = x - prev_x;
nuclear@0 324 int dy = y - prev_y;
nuclear@0 325 prev_x = x;
nuclear@0 326 prev_y = y;
nuclear@0 327
nuclear@0 328 if(bnstate[0]) {
nuclear@0 329 cam_theta = fmod(cam_theta + dx * 0.5, 360.0);
nuclear@0 330 cam_phi += dy * 0.5;
nuclear@0 331 if(cam_phi < -90) {
nuclear@0 332 cam_phi = -90;
nuclear@0 333 }
nuclear@0 334 if(cam_phi > 90) {
nuclear@0 335 cam_phi = 90;
nuclear@0 336 }
nuclear@0 337 }
nuclear@0 338 if(bnstate[2]) {
nuclear@0 339 cam_dist += dy * 0.1;
nuclear@0 340 if(cam_dist < 0) {
nuclear@0 341 cam_dist = 0;
nuclear@0 342 }
nuclear@0 343 }
nuclear@0 344 }
nuclear@0 345
nuclear@0 346 struct render_target *create_rtarg(int xsz, int ysz)
nuclear@0 347 {
nuclear@0 348 struct render_target *rt = new render_target;
nuclear@0 349
nuclear@0 350 glGenFramebuffersEXT(1, &rt->fbo);
nuclear@0 351 glBindFramebufferEXT(GL_FRAMEBUFFER, rt->fbo);
nuclear@0 352
nuclear@0 353 // create the render target texture
nuclear@0 354 glGenTextures(1, &rt->color_tex);
nuclear@0 355 glBindTexture(GL_TEXTURE_2D, rt->color_tex);
nuclear@0 356 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
nuclear@0 357 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
nuclear@1 358 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
nuclear@1 359 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
nuclear@0 360 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, xsz, ysz, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
nuclear@0 361
nuclear@0 362 glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->color_tex, 0);
nuclear@0 363
nuclear@0 364 // create depth buffer
nuclear@0 365 glGenRenderbuffersEXT(1, &rt->depth_buf);
nuclear@0 366 glBindRenderbufferEXT(GL_RENDERBUFFER, rt->depth_buf);
nuclear@0 367 glRenderbufferStorageEXT(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, xsz, ysz);
nuclear@0 368
nuclear@0 369 glFramebufferRenderbufferEXT(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth_buf);
nuclear@0 370
nuclear@0 371 if(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
nuclear@0 372 fprintf(stderr, "incomplete fbo\n");
nuclear@0 373 return 0;
nuclear@0 374 }
nuclear@0 375
nuclear@0 376 glBindFramebufferEXT(GL_FRAMEBUFFER, 0);
nuclear@0 377 return rt;
nuclear@0 378 }
nuclear@0 379
nuclear@0 380 void destroy_rtarg(struct render_target *rt)
nuclear@0 381 {
nuclear@0 382 if(!rt) {
nuclear@0 383 return;
nuclear@0 384 }
nuclear@0 385 glDeleteFramebuffersEXT(1, &rt->fbo);
nuclear@0 386 glDeleteTextures(1, &rt->color_tex);
nuclear@0 387 glDeleteRenderbuffersEXT(1, &rt->depth_buf);
nuclear@0 388 delete rt;
nuclear@0 389 }