istereo

annotate src/istereo.c @ 24:70309d71c899

added the texture translation
author John Tsiombikas <nuclear@mutantstargoat.com>
date Thu, 08 Sep 2011 03:06:46 +0300
parents e3742aafc85b
children 206348366635
rev   line source
nuclear@2 1 #include <stdio.h>
nuclear@18 2 #include <math.h>
nuclear@2 3 #include <assert.h>
nuclear@3 4 #include <unistd.h>
nuclear@1 5 #include "opengl.h"
nuclear@0 6 #include "istereo.h"
nuclear@2 7 #include "sanegl.h"
nuclear@2 8 #include "sdr.h"
nuclear@4 9 #include "respath.h"
nuclear@14 10 #include "tex.h"
nuclear@19 11 #include "cam.h"
nuclear@18 12 #include "config.h"
nuclear@4 13
nuclear@19 14 static void render(float t);
nuclear@19 15 static void draw_tunnel(float t);
nuclear@19 16 static void tunnel_vertex(float u, float v, float du, float dv, float t);
nuclear@19 17 static void worm(float t, float z, float *tx, float *ty);
nuclear@4 18 static unsigned int get_shader_program(const char *vfile, const char *pfile);
nuclear@18 19 static float get_sec(void);
nuclear@2 20
nuclear@2 21 unsigned int prog;
nuclear@14 22 unsigned int tex;
nuclear@0 23
nuclear@21 24 int view_xsz, view_ysz;
nuclear@21 25
nuclear@24 26 #ifdef IPHONE
nuclear@21 27 int stereo = 1;
nuclear@24 28 #else
nuclear@24 29 int stereo = 0;
nuclear@24 30 #endif
nuclear@18 31
nuclear@18 32 /* construction parameters */
nuclear@18 33 int sides = 24;
nuclear@18 34 int segm = 20;
nuclear@18 35 float ring_height = 0.5;
nuclear@18 36
nuclear@23 37 float split = 0.53;
nuclear@18 38
nuclear@0 39 int init(void)
nuclear@0 40 {
nuclear@4 41 add_resource_path("sdr");
nuclear@14 42 add_resource_path("data");
nuclear@3 43
nuclear@4 44 if(!(prog = get_shader_program("test.v.glsl", "test.p.glsl"))) {
nuclear@2 45 fprintf(stderr, "failed to load shader program\n");
nuclear@2 46 return -1;
nuclear@2 47 }
nuclear@14 48
nuclear@14 49 if(!(tex = load_texture(find_resource("tiles.ppm", 0, 0)))) {
nuclear@14 50 fprintf(stderr, "failed to load texture\n");
nuclear@14 51 return -1;
nuclear@14 52 }
nuclear@14 53
nuclear@22 54 cam_fov(43.0);
nuclear@21 55
nuclear@0 56 return 0;
nuclear@0 57 }
nuclear@0 58
nuclear@0 59 void cleanup(void)
nuclear@0 60 {
nuclear@2 61 free_program(prog);
nuclear@0 62 }
nuclear@0 63
nuclear@0 64 void redraw(void)
nuclear@0 65 {
nuclear@19 66 float pan_x, pan_y, z;
nuclear@19 67 float tsec = get_sec();
nuclear@18 68
nuclear@21 69 z = ring_height * segm;
nuclear@19 70 worm(tsec, z, &pan_x, &pan_y);
nuclear@19 71
nuclear@22 72 glClearColor(0.6, 0.6, 0.6, 1.0);
nuclear@21 73 glClear(GL_COLOR_BUFFER_BIT);
nuclear@21 74
nuclear@19 75 if(stereo) {
nuclear@21 76 int split_pt = (int)((float)view_ysz * split);
nuclear@21 77
nuclear@23 78 /* right eye */
nuclear@21 79 glViewport(0, 0, view_xsz, split_pt);
nuclear@21 80 cam_aspect((float)split_pt / (float)view_xsz);
nuclear@19 81
nuclear@21 82 gl_matrix_mode(GL_PROJECTION);
nuclear@21 83 gl_load_identity();
nuclear@23 84 cam_stereo_proj_matrix(CAM_RIGHT);
nuclear@23 85 gl_rotatef(-90, 0, 0, 1);
nuclear@23 86
nuclear@23 87 gl_matrix_mode(GL_MODELVIEW);
nuclear@23 88 gl_load_identity();
nuclear@23 89 cam_stereo_view_matrix(CAM_RIGHT);
nuclear@23 90 gl_translatef(-pan_x, -pan_y, -1.1 * ring_height * segm);
nuclear@23 91 /*gl_rotatef(-90, 0, 0, 1);*/
nuclear@23 92
nuclear@23 93 render(tsec);
nuclear@23 94
nuclear@23 95 /* left eye */
nuclear@23 96 glViewport(0, split_pt, view_xsz, view_ysz - split_pt);
nuclear@23 97 cam_aspect((float)(view_ysz - split_pt) / (float)view_xsz);
nuclear@23 98
nuclear@23 99 gl_matrix_mode(GL_PROJECTION);
nuclear@23 100 gl_load_identity();
nuclear@19 101 cam_stereo_proj_matrix(CAM_LEFT);
nuclear@21 102 gl_rotatef(-90, 0, 0, 1);
nuclear@19 103
nuclear@21 104 gl_matrix_mode(GL_MODELVIEW);
nuclear@21 105 gl_load_identity();
nuclear@19 106 cam_stereo_view_matrix(CAM_LEFT);
nuclear@21 107 gl_translatef(-pan_x, -pan_y, -1.1 * ring_height * segm);
nuclear@21 108 /*gl_rotatef(-90, 0, 0, 1);*/
nuclear@19 109
nuclear@19 110 render(tsec);
nuclear@19 111 } else {
nuclear@19 112 gl_matrix_mode(GL_MODELVIEW);
nuclear@19 113 gl_load_identity();
nuclear@19 114 cam_view_matrix();
nuclear@19 115 gl_translatef(-pan_x, -pan_y, -1.1 * ring_height * segm);
nuclear@19 116
nuclear@19 117 render(tsec);
nuclear@19 118 }
nuclear@19 119
nuclear@19 120
nuclear@19 121 /*glClearColor(0.4, 0.6, 1.0, 1.0);
nuclear@0 122 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
nuclear@2 123
nuclear@2 124 bind_program(prog);
nuclear@2 125
nuclear@13 126 gl_matrix_mode(GL_MODELVIEW);
nuclear@2 127 gl_load_identity();
nuclear@13 128 gl_translatef(0, 0, -8);
nuclear@18 129 gl_rotatef(t * 100.0, 0, 0, 1);
nuclear@2 130
nuclear@16 131 bind_texture(tex, 0);
nuclear@17 132 set_uniform_int(prog, "tex", 0);
nuclear@6 133
nuclear@13 134 gl_begin(GL_QUADS);
nuclear@14 135 gl_texcoord2f(0, 0);
nuclear@2 136 gl_color3f(1, 0, 0);
nuclear@2 137 gl_vertex3f(-1, -1, 0);
nuclear@14 138 gl_texcoord2f(1, 0);
nuclear@2 139 gl_color3f(0, 1, 0);
nuclear@2 140 gl_vertex3f(1, -1, 0);
nuclear@14 141 gl_texcoord2f(1, 1);
nuclear@2 142 gl_color3f(0, 0, 1);
nuclear@2 143 gl_vertex3f(1, 1, 0);
nuclear@14 144 gl_texcoord2f(0, 1);
nuclear@2 145 gl_color3f(1, 1, 0);
nuclear@2 146 gl_vertex3f(-1, 1, 0);
nuclear@13 147 gl_end();
nuclear@2 148
nuclear@19 149 bind_texture(0, 0);*/
nuclear@14 150
nuclear@2 151 assert(glGetError() == GL_NO_ERROR);
nuclear@0 152 }
nuclear@2 153
nuclear@19 154 static void render(float t)
nuclear@19 155 {
nuclear@19 156 draw_tunnel(t);
nuclear@19 157 }
nuclear@19 158
nuclear@19 159 static void draw_tunnel(float t)
nuclear@19 160 {
nuclear@19 161 static const float uoffs[] = {0.0, 0.0, 1.0, 1.0};
nuclear@19 162 static const float voffs[] = {0.0, 1.0, 1.0, 0.0};
nuclear@19 163 int i, j, k;
nuclear@19 164 float du, dv;
nuclear@19 165
nuclear@19 166 bind_program(prog);
nuclear@19 167 set_uniform_float(prog, "t", t);
nuclear@19 168
nuclear@19 169 bind_texture(tex, 0);
nuclear@19 170
nuclear@24 171 gl_matrix_mode(GL_TEXTURE);
nuclear@24 172 gl_load_identity();
nuclear@24 173 gl_translatef(0, -t * 0.75, 0);
nuclear@19 174
nuclear@19 175 gl_begin(GL_QUADS);
nuclear@19 176 gl_color3f(1.0, 1.0, 1.0);
nuclear@19 177
nuclear@19 178 du = 1.0 / sides;
nuclear@19 179 dv = 1.0 / segm;
nuclear@19 180
nuclear@19 181 for(i=0; i<segm; i++) {
nuclear@19 182 float trans_zp[2], trans_z0[2], trans_z1[2];
nuclear@19 183
nuclear@19 184 float zp = ring_height * (i - 1);
nuclear@19 185 float z0 = ring_height * i;
nuclear@19 186 float z1 = ring_height * (i + 1);
nuclear@19 187
nuclear@19 188 float v0 = (float)i / (float)segm;
nuclear@19 189 float v1 = (float)(i + 1) / (float)segm;
nuclear@19 190
nuclear@19 191 worm(t, zp, trans_zp, trans_zp + 1);
nuclear@19 192 worm(t, z0, trans_z0, trans_z0 + 1);
nuclear@19 193 worm(t, z1, trans_z1, trans_z1 + 1);
nuclear@19 194
nuclear@19 195 for(j=0; j<sides; j++) {
nuclear@19 196 for(k=0; k<4; k++) {
nuclear@19 197 float u = (j + uoffs[k]) * du;
nuclear@19 198 float v = (i + voffs[k]) * dv;
nuclear@19 199
nuclear@19 200 tunnel_vertex(u, v, du, dv, t);
nuclear@19 201 }
nuclear@19 202 }
nuclear@19 203 }
nuclear@19 204 gl_end();
nuclear@19 205
nuclear@21 206 /*gl_begin(GL_QUADS);
nuclear@21 207 gl_color3f(1.0, 0.3, 0.2);
nuclear@21 208 gl_vertex2f(-100, -100);
nuclear@21 209 gl_vertex2f(100, -100);
nuclear@21 210 gl_vertex2f(100, 0);
nuclear@21 211 gl_vertex2f(-100, 0);
nuclear@21 212 gl_end();*/
nuclear@21 213
nuclear@19 214 bind_texture(0, 0);
nuclear@19 215 }
nuclear@19 216
nuclear@19 217 static void tunnel_vertex(float u, float v, float du, float dv, float t)
nuclear@19 218 {
nuclear@19 219 float pos[3];
nuclear@19 220
nuclear@19 221 float theta = 2.0 * M_PI * u;
nuclear@19 222 float theta1 = 2.0 * M_PI * (u + du);
nuclear@19 223
nuclear@19 224 float x = cos(theta);
nuclear@19 225 float y = sin(theta);
nuclear@19 226 float x1 = cos(theta1);
nuclear@19 227 float y1 = sin(theta1);
nuclear@19 228 float z = v / dv * ring_height;
nuclear@19 229 float z1 = (v + dv) / dv * ring_height;
nuclear@19 230
nuclear@19 231 float trans_z[2], trans_z1[2];
nuclear@19 232
nuclear@19 233 worm(t, z, trans_z, trans_z + 1);
nuclear@19 234 worm(t, z1, trans_z1, trans_z1 + 1);
nuclear@19 235
nuclear@19 236 pos[0] = x + trans_z[0];
nuclear@19 237 pos[1] = y + trans_z[1];
nuclear@19 238 pos[2] = z;
nuclear@19 239
nuclear@19 240 /*v3_cons(pos, x + trans_z[0], y + trans_z[1], z);
nuclear@19 241 v3_cons(pos_du, x1 + trans_z[0], y1 + trans_z[1], z);
nuclear@19 242 v3_cons(pos_dv, x + trans_z1[0], y + trans_z1[1], z1);*/
nuclear@19 243
nuclear@19 244 /*v3_sub(dfdu, pos_du, pos);
nuclear@19 245 v3_sub(dfdv, pos_dv, pos);
nuclear@19 246 v3_cross(norm, dfdv, dfdu);*/
nuclear@19 247
nuclear@19 248 /*glVertexAttrib3f(tloc, dfdu[0], dfdu[1], dfdu[2]);
nuclear@19 249 glNormal3f(norm[0], norm[1], norm[2]);*/
nuclear@19 250 gl_texcoord2f(u * 2.0, v * 4.0);
nuclear@19 251 gl_vertex3f(pos[0], pos[1], pos[2]);
nuclear@19 252 }
nuclear@19 253
nuclear@19 254
nuclear@19 255
nuclear@19 256 static void worm(float t, float z, float *tx, float *ty)
nuclear@19 257 {
nuclear@19 258 float x, y;
nuclear@19 259 x = sin(t) + cos(t + z) + sin(t * 2.0 + z) / 2.0;
nuclear@19 260 y = cos(t) + sin(t + z) + cos(t * 2.0 + z) / 2.0;
nuclear@19 261
nuclear@19 262 *tx = x * 0.5;
nuclear@19 263 *ty = y * 0.5;
nuclear@19 264 }
nuclear@19 265
nuclear@19 266
nuclear@2 267 void reshape(int x, int y)
nuclear@2 268 {
nuclear@2 269 glViewport(0, 0, x, y);
nuclear@2 270
nuclear@2 271 gl_matrix_mode(GL_PROJECTION);
nuclear@2 272 gl_load_identity();
nuclear@21 273 glu_perspective(40.0, (float)x / (float)y, 0.5, 500.0);
nuclear@21 274
nuclear@21 275 view_xsz = x;
nuclear@21 276 view_ysz = y;
nuclear@2 277 }
nuclear@4 278
nuclear@4 279 static unsigned int get_shader_program(const char *vfile, const char *pfile)
nuclear@4 280 {
nuclear@4 281 unsigned int prog, vs, ps;
nuclear@4 282
nuclear@4 283 if(!(vs = get_vertex_shader(find_resource(vfile, 0, 0)))) {
nuclear@4 284 return -1;
nuclear@4 285 }
nuclear@4 286 if(!(ps = get_pixel_shader(find_resource(pfile, 0, 0)))) {
nuclear@4 287 return -1;
nuclear@4 288 }
nuclear@4 289
nuclear@4 290 if(!(prog = create_program_link(vs, ps))) {
nuclear@4 291 return -1;
nuclear@4 292 }
nuclear@4 293 return prog;
nuclear@4 294 }
nuclear@18 295
nuclear@18 296
nuclear@18 297 #ifdef IPHONE
nuclear@18 298 #include <QuartzCore/QuartzCore.h>
nuclear@18 299
nuclear@18 300 static float get_sec(void)
nuclear@18 301 {
nuclear@18 302 static float first;
nuclear@18 303 static int init;
nuclear@18 304
nuclear@18 305 if(!init) {
nuclear@18 306 init = 1;
nuclear@18 307 first = CACurrentMediaTime();
nuclear@18 308 return 0.0f;
nuclear@18 309 }
nuclear@18 310 return CACurrentMediaTime() - first;
nuclear@18 311 }
nuclear@18 312
nuclear@18 313 #else
nuclear@18 314
nuclear@18 315 static float get_sec(void)
nuclear@18 316 {
nuclear@18 317 return (float)glutGet(GLUT_ELAPSED_TIME) / 1000.0f;
nuclear@18 318 }
nuclear@18 319 #endif