dbf-udg

diff src/udg.cc @ 0:2d27bfd21fc5

initial commit
author John Tsiombikas <nuclear@member.fsf.org>
date Tue, 08 Jan 2013 03:16:48 +0200
parents
children 1d5dc834d403
line diff
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/src/udg.cc	Tue Jan 08 03:16:48 2013 +0200
     1.3 @@ -0,0 +1,326 @@
     1.4 +#include <stdio.h>
     1.5 +#include <stdlib.h>
     1.6 +#include <math.h>
     1.7 +#include <assert.h>
     1.8 +#include <GL/glew.h>
     1.9 +
    1.10 +#ifndef __APPLE__
    1.11 +#include <GL/glut.h>
    1.12 +#else
    1.13 +#include <GLUT/glut.h>
    1.14 +#endif
    1.15 +
    1.16 +#include "sdr.h"
    1.17 +#include "dither_matrix.h"
    1.18 +
    1.19 +#define DITHER_SZ		4
    1.20 +#define DITHER_LEVELS	16
    1.21 +
    1.22 +struct render_target {
    1.23 +	unsigned int fbo;
    1.24 +	unsigned int color_tex, depth_buf;
    1.25 +};
    1.26 +
    1.27 +bool init();
    1.28 +void cleanup();
    1.29 +void disp();
    1.30 +void idle();
    1.31 +void reshape(int x, int y);
    1.32 +void keyb(unsigned char key, int x, int y);
    1.33 +void mouse(int bn, int state, int x, int y);
    1.34 +void motion(int x, int y);
    1.35 +struct render_target *create_rtarg(int xsz, int ysz);
    1.36 +void destroy_rtarg(struct render_target *rt);
    1.37 +
    1.38 +int xsz, ysz;
    1.39 +float cam_theta, cam_phi = 25, cam_dist = 8;
    1.40 +unsigned int dither_tex;
    1.41 +struct render_target *rtarg;
    1.42 +unsigned int prog;
    1.43 +
    1.44 +int main(int argc, char **argv)
    1.45 +{
    1.46 +	glutInit(&argc, argv);
    1.47 +	glutInitWindowSize(800, 600);
    1.48 +	glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
    1.49 +	glutCreateWindow("DBF UDG compo entry by Nuclear");
    1.50 +
    1.51 +	glutDisplayFunc(disp);
    1.52 +	glutIdleFunc(idle);
    1.53 +	glutReshapeFunc(reshape);
    1.54 +	glutKeyboardFunc(keyb);
    1.55 +	glutMouseFunc(mouse);
    1.56 +	glutMotionFunc(motion);
    1.57 +
    1.58 +	glewInit();
    1.59 +
    1.60 +	if(!init()) {
    1.61 +		return 1;
    1.62 +	}
    1.63 +
    1.64 +	glutMainLoop();
    1.65 +	return 0;
    1.66 +}
    1.67 +
    1.68 +bool init()
    1.69 +{
    1.70 +	float *img = new float[DITHER_SZ * DITHER_SZ * DITHER_LEVELS];
    1.71 +	float *ptr = img;
    1.72 +
    1.73 +	for(int i=0; i<DITHER_LEVELS; i++) {
    1.74 +		float val = (float)i / (float)(DITHER_LEVELS - 1);
    1.75 +		for(int y=0; y<DITHER_SZ; y++) {
    1.76 +			for(int x=0; x<DITHER_SZ; x++) {
    1.77 +				/* (1 + M) / (1 + MxN) */
    1.78 +				float thres = (1.0 + dither_matrix4[x][y]) / (1.0 + DITHER_SZ * DITHER_SZ);
    1.79 +				*ptr++ = val >= thres ? 1.0 : 0.0;
    1.80 +			}
    1.81 +		}
    1.82 +	}
    1.83 +
    1.84 +	if(!(prog = create_program_load("sdr/dither.v.glsl", "sdr/dither.p.glsl"))) {
    1.85 +		return false;
    1.86 +	}
    1.87 +
    1.88 +	glGenTextures(1, &dither_tex);
    1.89 +	glBindTexture(GL_TEXTURE_2D, dither_tex);
    1.90 +	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    1.91 +	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    1.92 +	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    1.93 +	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    1.94 +	glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, DITHER_SZ, DITHER_SZ * DITHER_LEVELS, 0, GL_LUMINANCE, GL_FLOAT, img);
    1.95 +
    1.96 +	glEnable(GL_CULL_FACE);
    1.97 +	glEnable(GL_DEPTH_TEST);
    1.98 +	glEnable(GL_LIGHTING);
    1.99 +	glEnable(GL_LIGHT0);
   1.100 +
   1.101 +	return true;
   1.102 +}
   1.103 +
   1.104 +void draw_backdrop()
   1.105 +{
   1.106 +	glPushAttrib(GL_ENABLE_BIT);
   1.107 +	glDisable(GL_DEPTH_TEST);
   1.108 +	glDisable(GL_LIGHTING);
   1.109 +
   1.110 +	glMatrixMode(GL_MODELVIEW);
   1.111 +	glPushMatrix();
   1.112 +	glLoadIdentity();
   1.113 +	glMatrixMode(GL_PROJECTION);
   1.114 +	glPushMatrix();
   1.115 +	glLoadIdentity();
   1.116 +
   1.117 +	glBegin(GL_QUADS);
   1.118 +	glColor3f(0, 0, 0);
   1.119 +	glVertex2f(-1, -1);
   1.120 +	glVertex2f(1, -1);
   1.121 +	glColor3f(1, 1, 1);
   1.122 +	glVertex2f(1, 1);
   1.123 +	glVertex2f(-1, 1);
   1.124 +	glEnd();
   1.125 +
   1.126 +	glPopMatrix();
   1.127 +	glMatrixMode(GL_MODELVIEW);
   1.128 +	glPopMatrix();
   1.129 +
   1.130 +	glPopAttrib();
   1.131 +}
   1.132 +
   1.133 +void disp()
   1.134 +{
   1.135 +	float ldir[] = {-1, 1, 2, 0};
   1.136 +
   1.137 +	if(!rtarg) {
   1.138 +		printf("(re)creating render target (%dx%d)\n", xsz, ysz);
   1.139 +		if(!(rtarg = create_rtarg(xsz, ysz))) {
   1.140 +			exit(0);
   1.141 +		}
   1.142 +	}
   1.143 +
   1.144 +	glBindFramebufferEXT(GL_FRAMEBUFFER, rtarg->fbo);
   1.145 +
   1.146 +	glClearColor(1, 1, 1, 1);
   1.147 +	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
   1.148 +
   1.149 +	draw_backdrop();
   1.150 +
   1.151 +	glEnable(GL_DEPTH_TEST);
   1.152 +
   1.153 +	glMatrixMode(GL_MODELVIEW);
   1.154 +	glLoadIdentity();
   1.155 +
   1.156 +	glLightfv(GL_LIGHT0, GL_POSITION, ldir);
   1.157 +
   1.158 +	glTranslatef(0, 0, -cam_dist);
   1.159 +	glRotatef(cam_phi, 1, 0, 0);
   1.160 +	glRotatef(cam_theta, 0, 1, 0);
   1.161 +
   1.162 +	glFrontFace(GL_CW);
   1.163 +	glutSolidTeapot(1.0);
   1.164 +	glFrontFace(GL_CCW);
   1.165 +
   1.166 +
   1.167 +
   1.168 +	glBindFramebufferEXT(GL_FRAMEBUFFER, 0);
   1.169 +	glClear(GL_COLOR_BUFFER_BIT);
   1.170 +
   1.171 +	glMatrixMode(GL_PROJECTION);
   1.172 +	glPushMatrix();
   1.173 +	glLoadIdentity();
   1.174 +	glMatrixMode(GL_MODELVIEW);
   1.175 +	glLoadIdentity();
   1.176 +	glPushMatrix();
   1.177 +
   1.178 +	glPushAttrib(GL_ENABLE_BIT);
   1.179 +	glDisable(GL_DEPTH_TEST);
   1.180 +
   1.181 +	bind_program(prog);
   1.182 +	set_uniform_int(prog, "framebuf", 0);
   1.183 +	set_uniform_int(prog, "dither_tex", 1);
   1.184 +	set_uniform_int(prog, "dither_levels", DITHER_LEVELS);
   1.185 +	set_uniform_int(prog, "dither_size", DITHER_SZ);
   1.186 +
   1.187 +	glActiveTextureARB(GL_TEXTURE0);
   1.188 +	glBindTexture(GL_TEXTURE_2D, rtarg->color_tex);
   1.189 +	glActiveTextureARB(GL_TEXTURE1);
   1.190 +	glBindTexture(GL_TEXTURE_2D, dither_tex);
   1.191 +
   1.192 +	glBegin(GL_QUADS);
   1.193 +	glColor3f(0, 1, 0);
   1.194 +	glTexCoord2f(0, 0); glVertex2f(-1, -1);
   1.195 +	glTexCoord2f(1, 0); glVertex2f(1, -1);
   1.196 +	glTexCoord2f(1, 1); glVertex2f(1, 1);
   1.197 +	glTexCoord2f(0, 1); glVertex2f(-1, 1);
   1.198 +	glEnd();
   1.199 +
   1.200 +	glActiveTextureARB(GL_TEXTURE1);
   1.201 +	glDisable(GL_TEXTURE_2D);
   1.202 +	glActiveTextureARB(GL_TEXTURE0);
   1.203 +	glDisable(GL_TEXTURE_2D);
   1.204 +
   1.205 +	bind_program(0);
   1.206 +
   1.207 +	glPopAttrib();
   1.208 +
   1.209 +	glMatrixMode(GL_PROJECTION);
   1.210 +	glPopMatrix();
   1.211 +	glMatrixMode(GL_MODELVIEW);
   1.212 +	glPopMatrix();
   1.213 +
   1.214 +	glutSwapBuffers();
   1.215 +	assert(glGetError() == GL_NO_ERROR);
   1.216 +}
   1.217 +
   1.218 +void idle()
   1.219 +{
   1.220 +	glutPostRedisplay();
   1.221 +}
   1.222 +
   1.223 +void reshape(int x, int y)
   1.224 +{
   1.225 +	glViewport(0, 0, x, y);
   1.226 +
   1.227 +	glMatrixMode(GL_PROJECTION);
   1.228 +	glLoadIdentity();
   1.229 +	gluPerspective(45.0, (float)x / (float)y, 0.5, 500.0);
   1.230 +
   1.231 +	if(x != xsz || y != ysz) {
   1.232 +		destroy_rtarg(rtarg);
   1.233 +		rtarg = 0;
   1.234 +		xsz = x;
   1.235 +		ysz = y;
   1.236 +	}
   1.237 +}
   1.238 +
   1.239 +void keyb(unsigned char key, int x, int y)
   1.240 +{
   1.241 +	switch(key) {
   1.242 +	case 27:
   1.243 +		exit(0);
   1.244 +	}
   1.245 +}
   1.246 +
   1.247 +bool bnstate[16];
   1.248 +int prev_x, prev_y;
   1.249 +
   1.250 +void mouse(int bn, int state, int x, int y)
   1.251 +{
   1.252 +	int idx = bn - GLUT_LEFT_BUTTON;
   1.253 +
   1.254 +	if(idx < (int)(sizeof bnstate / sizeof *bnstate)) {
   1.255 +		bnstate[idx] = state == GLUT_DOWN;
   1.256 +	}
   1.257 +	prev_x = x;
   1.258 +	prev_y = y;
   1.259 +}
   1.260 +
   1.261 +void motion(int x, int y)
   1.262 +{
   1.263 +	int dx = x - prev_x;
   1.264 +	int dy = y - prev_y;
   1.265 +	prev_x = x;
   1.266 +	prev_y = y;
   1.267 +
   1.268 +	if(bnstate[0]) {
   1.269 +		cam_theta = fmod(cam_theta + dx * 0.5, 360.0);
   1.270 +		cam_phi += dy * 0.5;
   1.271 +		if(cam_phi < -90) {
   1.272 +			cam_phi = -90;
   1.273 +		}
   1.274 +		if(cam_phi > 90) {
   1.275 +			cam_phi = 90;
   1.276 +		}
   1.277 +	}
   1.278 +	if(bnstate[2]) {
   1.279 +		cam_dist += dy * 0.1;
   1.280 +		if(cam_dist < 0) {
   1.281 +			cam_dist = 0;
   1.282 +		}
   1.283 +	}
   1.284 +}
   1.285 +
   1.286 +struct render_target *create_rtarg(int xsz, int ysz)
   1.287 +{
   1.288 +	struct render_target *rt = new render_target;
   1.289 +
   1.290 +	glGenFramebuffersEXT(1, &rt->fbo);
   1.291 +	glBindFramebufferEXT(GL_FRAMEBUFFER, rt->fbo);
   1.292 +
   1.293 +	// create the render target texture
   1.294 +	glGenTextures(1, &rt->color_tex);
   1.295 +	glBindTexture(GL_TEXTURE_2D, rt->color_tex);
   1.296 +	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
   1.297 +	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
   1.298 +	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
   1.299 +	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
   1.300 +	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, xsz, ysz, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
   1.301 +
   1.302 +	glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->color_tex, 0);
   1.303 +
   1.304 +	// create depth buffer
   1.305 +	glGenRenderbuffersEXT(1, &rt->depth_buf);
   1.306 +	glBindRenderbufferEXT(GL_RENDERBUFFER, rt->depth_buf);
   1.307 +	glRenderbufferStorageEXT(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, xsz, ysz);
   1.308 +
   1.309 +	glFramebufferRenderbufferEXT(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth_buf);
   1.310 +
   1.311 +	if(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
   1.312 +		fprintf(stderr, "incomplete fbo\n");
   1.313 +		return 0;
   1.314 +	}
   1.315 +
   1.316 +	glBindFramebufferEXT(GL_FRAMEBUFFER, 0);
   1.317 +	return rt;
   1.318 +}
   1.319 +
   1.320 +void destroy_rtarg(struct render_target *rt)
   1.321 +{
   1.322 +	if(!rt) {
   1.323 +		return;
   1.324 +	}
   1.325 +	glDeleteFramebuffersEXT(1, &rt->fbo);
   1.326 +	glDeleteTextures(1, &rt->color_tex);
   1.327 +	glDeleteRenderbuffersEXT(1, &rt->depth_buf);
   1.328 +	delete rt;
   1.329 +}