rev |
line source |
nuclear@2
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1 #include <stdio.h>
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nuclear@18
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2 #include <math.h>
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nuclear@2
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3 #include <assert.h>
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nuclear@3
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4 #include <unistd.h>
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nuclear@1
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5 #include "opengl.h"
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nuclear@0
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6 #include "istereo.h"
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nuclear@2
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7 #include "sanegl.h"
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nuclear@2
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8 #include "sdr.h"
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nuclear@4
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9 #include "respath.h"
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nuclear@14
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10 #include "tex.h"
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nuclear@19
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11 #include "cam.h"
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nuclear@27
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12 #include "vmath.h"
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nuclear@18
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13 #include "config.h"
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nuclear@4
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14
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nuclear@19
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15 static void render(float t);
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nuclear@19
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16 static void draw_tunnel(float t);
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nuclear@27
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17 static void tunnel_vertex(float u, float v, float du, float dv, int tang_loc, float t);
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nuclear@27
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18 static vec3_t calc_text_pos(float sec);
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nuclear@27
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19 static void draw_text(float idx, vec3_t tpos, float alpha);
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nuclear@19
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20 static void worm(float t, float z, float *tx, float *ty);
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nuclear@4
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21 static unsigned int get_shader_program(const char *vfile, const char *pfile);
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nuclear@18
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22 static float get_sec(void);
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nuclear@2
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23
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nuclear@27
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24 unsigned int prog, prog_simple, prog_tunnel, prog_text;
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nuclear@26
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25 unsigned int tex, tex_stones, tex_normal, tex_text;
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nuclear@0
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26
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nuclear@21
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27 int view_xsz, view_ysz;
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nuclear@21
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28
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nuclear@24
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29 #ifdef IPHONE
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nuclear@21
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30 int stereo = 1;
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nuclear@24
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31 #else
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nuclear@24
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32 int stereo = 0;
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nuclear@24
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33 #endif
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nuclear@30
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34 int use_bump = 0;
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nuclear@18
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35
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nuclear@18
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36 /* construction parameters */
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nuclear@18
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37 int sides = 24;
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nuclear@18
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38 int segm = 20;
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nuclear@27
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39 float tunnel_speed = 0.75;
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nuclear@18
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40 float ring_height = 0.5;
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nuclear@27
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41 float text_period = 13.0;
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nuclear@27
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42 float text_speed = 2.2;
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nuclear@18
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43
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nuclear@30
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44 float split = 0.5275;
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nuclear@18
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45
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nuclear@0
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46 int init(void)
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nuclear@0
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47 {
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nuclear@4
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48 add_resource_path("sdr");
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nuclear@14
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49 add_resource_path("data");
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nuclear@3
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50
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nuclear@27
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51 if(!(prog_simple = get_shader_program("test.v.glsl", "test.p.glsl"))) {
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nuclear@27
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52 return -1;
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nuclear@27
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53 }
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nuclear@27
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54 if(!(prog_tunnel = get_shader_program("tunnel.v.glsl", "tunnel.p.glsl"))) {
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nuclear@27
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55 return -1;
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nuclear@27
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56 }
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nuclear@27
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57 if(!(prog_text = get_shader_program("text.v.glsl", "text.p.glsl"))) {
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nuclear@2
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58 return -1;
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nuclear@2
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59 }
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nuclear@14
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60
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nuclear@26
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61 if(!(tex = load_texture(find_resource("tiles.jpg", 0, 0)))) {
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nuclear@27
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62 return -1;
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nuclear@27
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63 }
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nuclear@27
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64 if(!(tex_stones = load_texture(find_resource("stonewall.jpg", 0, 0)))) {
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nuclear@27
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65 return -1;
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nuclear@27
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66 }
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nuclear@27
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67 if(!(tex_normal = load_texture(find_resource("stonewall_normal.jpg", 0, 0)))) {
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nuclear@27
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68 return -1;
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nuclear@27
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69 }
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nuclear@27
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70 if(!(tex_text = load_texture(find_resource("text.png", 0, 0)))) {
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nuclear@14
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71 return -1;
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nuclear@14
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72 }
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nuclear@14
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73
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nuclear@27
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74 glEnable(GL_DEPTH_TEST);
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nuclear@27
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75 glEnable(GL_CULL_FACE);
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nuclear@27
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76
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nuclear@30
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77 cam_fov(42.5);
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nuclear@30
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78 cam_clip(0.5, 250.0);
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nuclear@21
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79
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nuclear@0
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80 return 0;
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nuclear@0
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81 }
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nuclear@0
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82
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nuclear@0
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83 void cleanup(void)
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nuclear@0
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84 {
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nuclear@2
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85 free_program(prog);
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nuclear@0
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86 }
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nuclear@0
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87
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nuclear@0
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88 void redraw(void)
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nuclear@0
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89 {
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nuclear@19
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90 float pan_x, pan_y, z;
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nuclear@19
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91 float tsec = get_sec();
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nuclear@18
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92
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nuclear@21
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93 z = ring_height * segm;
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nuclear@19
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94 worm(tsec, z, &pan_x, &pan_y);
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nuclear@19
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95
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nuclear@27
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96 if(use_bump) {
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nuclear@27
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97 glClearColor(0.01, 0.01, 0.01, 1.0);
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nuclear@27
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98 tunnel_speed = 0.5;
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nuclear@27
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99 } else {
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nuclear@27
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100 glClearColor(0.6, 0.6, 0.6, 1.0);
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nuclear@27
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101 tunnel_speed = 0.75;
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nuclear@27
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102 }
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nuclear@27
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103 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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nuclear@21
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104
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nuclear@19
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105 if(stereo) {
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nuclear@21
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106 int split_pt = (int)((float)view_ysz * split);
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nuclear@21
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107
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nuclear@23
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108 /* right eye */
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nuclear@21
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109 glViewport(0, 0, view_xsz, split_pt);
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nuclear@21
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110 cam_aspect((float)split_pt / (float)view_xsz);
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nuclear@19
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111
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nuclear@21
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112 gl_matrix_mode(GL_PROJECTION);
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nuclear@21
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113 gl_load_identity();
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nuclear@23
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114 cam_stereo_proj_matrix(CAM_RIGHT);
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nuclear@23
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115 gl_rotatef(-90, 0, 0, 1);
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nuclear@23
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116
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nuclear@23
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117 gl_matrix_mode(GL_MODELVIEW);
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nuclear@23
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118 gl_load_identity();
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nuclear@23
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119 cam_stereo_view_matrix(CAM_RIGHT);
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nuclear@23
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120 gl_translatef(-pan_x, -pan_y, -1.1 * ring_height * segm);
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nuclear@23
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121 /*gl_rotatef(-90, 0, 0, 1);*/
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nuclear@23
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122
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nuclear@23
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123 render(tsec);
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nuclear@23
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124
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nuclear@23
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125 /* left eye */
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nuclear@23
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126 glViewport(0, split_pt, view_xsz, view_ysz - split_pt);
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nuclear@23
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127 cam_aspect((float)(view_ysz - split_pt) / (float)view_xsz);
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nuclear@23
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128
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nuclear@23
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129 gl_matrix_mode(GL_PROJECTION);
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nuclear@23
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130 gl_load_identity();
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nuclear@19
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131 cam_stereo_proj_matrix(CAM_LEFT);
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nuclear@21
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132 gl_rotatef(-90, 0, 0, 1);
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nuclear@19
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133
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nuclear@21
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134 gl_matrix_mode(GL_MODELVIEW);
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nuclear@21
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135 gl_load_identity();
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nuclear@19
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136 cam_stereo_view_matrix(CAM_LEFT);
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nuclear@21
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137 gl_translatef(-pan_x, -pan_y, -1.1 * ring_height * segm);
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nuclear@21
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138 /*gl_rotatef(-90, 0, 0, 1);*/
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nuclear@19
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139
|
nuclear@19
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140 render(tsec);
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nuclear@19
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141 } else {
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nuclear@19
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142 gl_matrix_mode(GL_MODELVIEW);
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nuclear@19
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143 gl_load_identity();
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nuclear@19
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144 cam_view_matrix();
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nuclear@19
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145 gl_translatef(-pan_x, -pan_y, -1.1 * ring_height * segm);
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nuclear@19
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146
|
nuclear@19
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147 render(tsec);
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nuclear@19
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148 }
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nuclear@19
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149
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nuclear@2
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150 assert(glGetError() == GL_NO_ERROR);
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nuclear@0
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151 }
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nuclear@2
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152
|
nuclear@19
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153 static void render(float t)
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nuclear@19
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154 {
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nuclear@27
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155 int i;
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nuclear@27
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156 float text_line;
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nuclear@27
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157
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nuclear@19
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158 draw_tunnel(t);
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nuclear@27
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159
|
nuclear@30
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160 if(use_bump) {
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nuclear@30
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161 glDepthMask(0);
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nuclear@30
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162 text_line = floor((text_speed * t) / text_period);
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nuclear@30
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163 for(i=0; i<8; i++) {
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nuclear@34
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164 vec3_t tpos = calc_text_pos(t - (float)i * 0.011);
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nuclear@30
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165 draw_text(text_line, tpos, 1.5 / (float)i);
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nuclear@30
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166 }
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nuclear@30
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167 glDepthMask(1);
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nuclear@27
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168 }
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nuclear@19
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169 }
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nuclear@19
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170
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nuclear@19
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171 static void draw_tunnel(float t)
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nuclear@19
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172 {
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nuclear@19
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173 static const float uoffs[] = {0.0, 0.0, 1.0, 1.0};
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nuclear@19
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174 static const float voffs[] = {0.0, 1.0, 1.0, 0.0};
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nuclear@27
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175 int i, j, k, tang_loc = -1;
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nuclear@19
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176 float du, dv;
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nuclear@19
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177
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nuclear@27
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178 prog = use_bump ? prog_tunnel : prog_simple;
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nuclear@27
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179
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nuclear@19
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180 bind_program(prog);
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nuclear@19
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181 set_uniform_float(prog, "t", t);
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nuclear@27
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182
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nuclear@27
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183 if(use_bump) {
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nuclear@27
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184 vec3_t ltpos = calc_text_pos(t);
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nuclear@27
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185
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nuclear@30
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186 bind_texture(tex_normal, 1);
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nuclear@27
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187 set_uniform_int(prog, "tex_norm", 1);
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nuclear@30
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188 bind_texture(tex_stones, 0);
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nuclear@30
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189 set_uniform_int(prog, "tex", 0);
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nuclear@30
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190
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nuclear@27
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191 set_uniform_float4(prog, "light_pos", ltpos.x, ltpos.y, ltpos.z, 1.0);
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nuclear@27
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192 tang_loc = get_attrib_loc(prog, "attr_tangent");
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nuclear@30
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193 } else {
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nuclear@30
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194 bind_texture(tex, 0);
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nuclear@30
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195 set_uniform_int(prog, "tex", 0);
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nuclear@27
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196 }
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nuclear@19
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197
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nuclear@24
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198 gl_matrix_mode(GL_TEXTURE);
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nuclear@24
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199 gl_load_identity();
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nuclear@32
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200 gl_translatef(0, -fmod(t * tunnel_speed, 1.0), 0);
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nuclear@19
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201
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nuclear@19
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202 gl_begin(GL_QUADS);
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nuclear@19
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203 gl_color3f(1.0, 1.0, 1.0);
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nuclear@19
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204
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nuclear@19
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205 du = 1.0 / sides;
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nuclear@19
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206 dv = 1.0 / segm;
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nuclear@19
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207
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nuclear@19
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208 for(i=0; i<segm; i++) {
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nuclear@19
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209 float trans_zp[2], trans_z0[2], trans_z1[2];
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nuclear@19
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210
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nuclear@19
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211 float zp = ring_height * (i - 1);
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nuclear@19
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212 float z0 = ring_height * i;
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nuclear@19
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213 float z1 = ring_height * (i + 1);
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nuclear@19
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214
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nuclear@19
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215 worm(t, zp, trans_zp, trans_zp + 1);
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nuclear@19
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216 worm(t, z0, trans_z0, trans_z0 + 1);
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nuclear@19
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217 worm(t, z1, trans_z1, trans_z1 + 1);
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nuclear@19
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218
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nuclear@19
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219 for(j=0; j<sides; j++) {
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nuclear@19
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220 for(k=0; k<4; k++) {
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nuclear@19
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221 float u = (j + uoffs[k]) * du;
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nuclear@19
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222 float v = (i + voffs[k]) * dv;
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nuclear@19
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223
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nuclear@27
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224 tunnel_vertex(u, v, du, dv, tang_loc, t);
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nuclear@19
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225 }
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nuclear@19
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226 }
|
nuclear@19
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227 }
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nuclear@19
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228 gl_end();
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nuclear@19
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229
|
nuclear@27
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230 bind_texture(0, 1);
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nuclear@19
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231 bind_texture(0, 0);
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nuclear@19
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232 }
|
nuclear@19
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233
|
nuclear@27
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234 static void tunnel_vertex(float u, float v, float du, float dv, int tang_loc, float t)
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nuclear@19
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235 {
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nuclear@27
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236 vec3_t pos, norm;
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nuclear@27
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237 vec3_t dfdu, dfdv, pos_du, pos_dv;
|
nuclear@19
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238
|
nuclear@19
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239 float theta = 2.0 * M_PI * u;
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nuclear@19
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240 float theta1 = 2.0 * M_PI * (u + du);
|
nuclear@19
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241
|
nuclear@19
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242 float x = cos(theta);
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nuclear@19
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243 float y = sin(theta);
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nuclear@19
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244 float x1 = cos(theta1);
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nuclear@19
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245 float y1 = sin(theta1);
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nuclear@19
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246 float z = v / dv * ring_height;
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nuclear@19
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247 float z1 = (v + dv) / dv * ring_height;
|
nuclear@19
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248
|
nuclear@19
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249 float trans_z[2], trans_z1[2];
|
nuclear@19
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250
|
nuclear@19
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251 worm(t, z, trans_z, trans_z + 1);
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nuclear@19
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252 worm(t, z1, trans_z1, trans_z1 + 1);
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nuclear@19
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253
|
nuclear@27
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254 pos = v3_cons(x + trans_z[0], y + trans_z[1], z);
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nuclear@27
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255 pos_du = v3_cons(x1 + trans_z[0], y1 + trans_z[1], z);
|
nuclear@27
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256 pos_dv = v3_cons(x + trans_z1[0], y + trans_z1[1], z1);
|
nuclear@19
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257
|
nuclear@27
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258 dfdu = v3_sub(pos_du, pos);
|
nuclear@27
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259 dfdv = v3_sub(pos_dv, pos);
|
nuclear@27
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260 norm = v3_cross(dfdv, dfdu);
|
nuclear@19
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261
|
nuclear@27
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262 gl_vertex_attrib3f(tang_loc, dfdu.x, dfdu.y, dfdu.z);
|
nuclear@27
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263 gl_normal3f(norm.x, norm.y, norm.z);
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nuclear@19
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264 gl_texcoord2f(u * 2.0, v * 4.0);
|
nuclear@27
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265 gl_vertex3f(pos.x, pos.y, pos.z);
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nuclear@19
|
266 }
|
nuclear@19
|
267
|
nuclear@27
|
268 static vec3_t calc_text_pos(float sec)
|
nuclear@27
|
269 {
|
nuclear@27
|
270 float t = text_speed * sec;
|
nuclear@27
|
271 float z = fmod(t, text_period);
|
nuclear@27
|
272 float pan[2];
|
nuclear@27
|
273
|
nuclear@27
|
274 worm(sec, z, pan, pan + 1);
|
nuclear@27
|
275 return v3_cons(pan[0], pan[1], z + ring_height);
|
nuclear@27
|
276 }
|
nuclear@27
|
277
|
nuclear@27
|
278 static void draw_text(float idx, vec3_t tpos, float alpha)
|
nuclear@27
|
279 {
|
nuclear@27
|
280 gl_matrix_mode(GL_MODELVIEW);
|
nuclear@27
|
281 gl_push_matrix();
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nuclear@27
|
282 gl_translatef(tpos.x, tpos.y, tpos.z);
|
nuclear@27
|
283
|
nuclear@27
|
284 glEnable(GL_BLEND);
|
nuclear@27
|
285 glBlendFunc(GL_SRC_ALPHA, GL_ONE);
|
nuclear@27
|
286
|
nuclear@27
|
287 bind_program(prog_text);
|
nuclear@33
|
288 set_uniform_float(prog_text, "idx", idx);
|
nuclear@27
|
289
|
nuclear@27
|
290 bind_texture(tex_text, 0);
|
nuclear@27
|
291
|
nuclear@27
|
292 gl_begin(GL_QUADS);
|
nuclear@27
|
293 gl_color4f(1.0, 1.0, 1.0, alpha > 1.0 ? 1.0 : alpha);
|
nuclear@27
|
294
|
nuclear@27
|
295 gl_texcoord2f(0, 1);
|
nuclear@27
|
296 gl_vertex3f(-1, -0.2, 0);
|
nuclear@27
|
297
|
nuclear@27
|
298 gl_texcoord2f(1, 1);
|
nuclear@27
|
299 gl_vertex3f(1, -0.2, 0);
|
nuclear@27
|
300
|
nuclear@27
|
301 gl_texcoord2f(1, 0);
|
nuclear@27
|
302 gl_vertex3f(1, 0.2, 0);
|
nuclear@27
|
303
|
nuclear@27
|
304 gl_texcoord2f(0, 0);
|
nuclear@27
|
305 gl_vertex3f(-1, 0.2, 0);
|
nuclear@27
|
306 gl_end();
|
nuclear@27
|
307
|
nuclear@27
|
308 bind_texture(0, 0);
|
nuclear@27
|
309 glDisable(GL_BLEND);
|
nuclear@27
|
310
|
nuclear@27
|
311 gl_pop_matrix();
|
nuclear@27
|
312 }
|
nuclear@19
|
313
|
nuclear@19
|
314
|
nuclear@19
|
315 static void worm(float t, float z, float *tx, float *ty)
|
nuclear@19
|
316 {
|
nuclear@19
|
317 float x, y;
|
nuclear@19
|
318 x = sin(t) + cos(t + z) + sin(t * 2.0 + z) / 2.0;
|
nuclear@19
|
319 y = cos(t) + sin(t + z) + cos(t * 2.0 + z) / 2.0;
|
nuclear@19
|
320
|
nuclear@19
|
321 *tx = x * 0.5;
|
nuclear@19
|
322 *ty = y * 0.5;
|
nuclear@19
|
323 }
|
nuclear@19
|
324
|
nuclear@19
|
325
|
nuclear@2
|
326 void reshape(int x, int y)
|
nuclear@2
|
327 {
|
nuclear@2
|
328 glViewport(0, 0, x, y);
|
nuclear@2
|
329
|
nuclear@2
|
330 gl_matrix_mode(GL_PROJECTION);
|
nuclear@2
|
331 gl_load_identity();
|
nuclear@21
|
332 glu_perspective(40.0, (float)x / (float)y, 0.5, 500.0);
|
nuclear@21
|
333
|
nuclear@21
|
334 view_xsz = x;
|
nuclear@21
|
335 view_ysz = y;
|
nuclear@2
|
336 }
|
nuclear@4
|
337
|
nuclear@4
|
338 static unsigned int get_shader_program(const char *vfile, const char *pfile)
|
nuclear@4
|
339 {
|
nuclear@4
|
340 unsigned int prog, vs, ps;
|
nuclear@4
|
341
|
nuclear@4
|
342 if(!(vs = get_vertex_shader(find_resource(vfile, 0, 0)))) {
|
nuclear@27
|
343 return 0;
|
nuclear@4
|
344 }
|
nuclear@4
|
345 if(!(ps = get_pixel_shader(find_resource(pfile, 0, 0)))) {
|
nuclear@27
|
346 return 0;
|
nuclear@4
|
347 }
|
nuclear@4
|
348
|
nuclear@4
|
349 if(!(prog = create_program_link(vs, ps))) {
|
nuclear@27
|
350 return 0;
|
nuclear@4
|
351 }
|
nuclear@4
|
352 return prog;
|
nuclear@4
|
353 }
|
nuclear@18
|
354
|
nuclear@18
|
355
|
nuclear@18
|
356 #ifdef IPHONE
|
nuclear@18
|
357 #include <QuartzCore/QuartzCore.h>
|
nuclear@18
|
358
|
nuclear@18
|
359 static float get_sec(void)
|
nuclear@18
|
360 {
|
nuclear@18
|
361 static float first;
|
nuclear@18
|
362 static int init;
|
nuclear@18
|
363
|
nuclear@18
|
364 if(!init) {
|
nuclear@18
|
365 init = 1;
|
nuclear@18
|
366 first = CACurrentMediaTime();
|
nuclear@18
|
367 return 0.0f;
|
nuclear@18
|
368 }
|
nuclear@18
|
369 return CACurrentMediaTime() - first;
|
nuclear@18
|
370 }
|
nuclear@18
|
371
|
nuclear@18
|
372 #else
|
nuclear@18
|
373
|
nuclear@18
|
374 static float get_sec(void)
|
nuclear@18
|
375 {
|
nuclear@18
|
376 return (float)glutGet(GLUT_ELAPSED_TIME) / 1000.0f;
|
nuclear@18
|
377 }
|
nuclear@18
|
378 #endif
|