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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@18
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12 #include "config.h"
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nuclear@4
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13
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nuclear@19
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14 static void render(float t);
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nuclear@19
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15 static void draw_tunnel(float t);
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nuclear@19
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16 static void tunnel_vertex(float u, float v, float du, float dv, float t);
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nuclear@19
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17 static void worm(float t, float z, float *tx, float *ty);
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nuclear@4
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18 static unsigned int get_shader_program(const char *vfile, const char *pfile);
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nuclear@18
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19 static float get_sec(void);
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nuclear@2
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20
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nuclear@2
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21 unsigned int prog;
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nuclear@14
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22 unsigned int tex;
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nuclear@0
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23
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nuclear@21
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24 int view_xsz, view_ysz;
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nuclear@21
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25
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nuclear@21
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26 int stereo = 1;
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27
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nuclear@18
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28 /* construction parameters */
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nuclear@18
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29 int sides = 24;
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nuclear@18
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30 int segm = 20;
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nuclear@18
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31 float ring_height = 0.5;
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32
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33 float split = 0.5;
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34
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nuclear@0
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35 int init(void)
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nuclear@0
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36 {
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nuclear@4
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37 add_resource_path("sdr");
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nuclear@14
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38 add_resource_path("data");
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nuclear@3
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39
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nuclear@4
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40 if(!(prog = get_shader_program("test.v.glsl", "test.p.glsl"))) {
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nuclear@2
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41 fprintf(stderr, "failed to load shader program\n");
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nuclear@2
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42 return -1;
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nuclear@2
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43 }
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nuclear@14
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44
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nuclear@14
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45 if(!(tex = load_texture(find_resource("tiles.ppm", 0, 0)))) {
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nuclear@14
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46 fprintf(stderr, "failed to load texture\n");
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nuclear@14
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47 return -1;
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nuclear@14
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48 }
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nuclear@14
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49
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nuclear@21
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50 cam_fov(30.0);
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nuclear@21
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51
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nuclear@0
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52 return 0;
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nuclear@0
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53 }
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nuclear@0
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54
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nuclear@0
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55 void cleanup(void)
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nuclear@0
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56 {
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nuclear@2
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57 free_program(prog);
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nuclear@0
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58 }
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nuclear@0
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59
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nuclear@0
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60 void redraw(void)
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nuclear@0
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61 {
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nuclear@19
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62 float pan_x, pan_y, z;
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nuclear@19
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63 float tsec = get_sec();
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nuclear@18
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64
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nuclear@21
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65 z = ring_height * segm;
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nuclear@19
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66 worm(tsec, z, &pan_x, &pan_y);
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nuclear@19
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67
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nuclear@21
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68 glClear(GL_COLOR_BUFFER_BIT);
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nuclear@21
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69
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nuclear@19
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70 if(stereo) {
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nuclear@21
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71 int split_pt = (int)((float)view_ysz * split);
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nuclear@21
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72
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nuclear@19
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73 /* left eye */
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nuclear@21
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74 glViewport(0, 0, view_xsz, split_pt);
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nuclear@21
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75 cam_aspect((float)split_pt / (float)view_xsz);
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nuclear@19
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76
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nuclear@21
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77 gl_matrix_mode(GL_PROJECTION);
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nuclear@21
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78 gl_load_identity();
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nuclear@19
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79 cam_stereo_proj_matrix(CAM_LEFT);
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nuclear@21
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80 gl_rotatef(-90, 0, 0, 1);
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nuclear@19
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81
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nuclear@21
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82 gl_matrix_mode(GL_MODELVIEW);
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nuclear@21
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83 gl_load_identity();
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nuclear@19
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84 cam_stereo_view_matrix(CAM_LEFT);
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nuclear@21
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85 gl_translatef(-pan_x, -pan_y, -1.1 * ring_height * segm);
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nuclear@21
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86 /*gl_rotatef(-90, 0, 0, 1);*/
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nuclear@19
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87
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nuclear@19
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88 render(tsec);
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nuclear@19
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89
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nuclear@19
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90 /* right eye */
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nuclear@21
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91 glViewport(0, split_pt, view_xsz, view_ysz - split_pt);
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nuclear@21
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92 cam_aspect((float)(view_ysz - split_pt) / (float)view_xsz);
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nuclear@19
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93
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nuclear@21
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94 gl_matrix_mode(GL_PROJECTION);
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nuclear@21
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95 gl_load_identity();
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nuclear@19
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96 cam_stereo_proj_matrix(CAM_RIGHT);
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nuclear@21
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97 gl_rotatef(-90, 0, 0, 1);
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nuclear@19
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98
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nuclear@21
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99 gl_matrix_mode(GL_MODELVIEW);
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nuclear@21
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100 gl_load_identity();
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nuclear@19
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101 cam_stereo_view_matrix(CAM_RIGHT);
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nuclear@21
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102 gl_translatef(-pan_x, -pan_y, -1.1 * ring_height * segm);
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nuclear@21
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103 /*gl_rotatef(-90, 0, 0, 1);*/
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nuclear@19
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104
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nuclear@19
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105 render(tsec);
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nuclear@19
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106 } else {
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nuclear@19
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107 gl_matrix_mode(GL_MODELVIEW);
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nuclear@19
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108 gl_load_identity();
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nuclear@19
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109 cam_view_matrix();
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110 gl_translatef(-pan_x, -pan_y, -1.1 * ring_height * segm);
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111
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nuclear@19
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112 render(tsec);
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nuclear@19
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113 }
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nuclear@19
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114
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nuclear@19
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115
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nuclear@19
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116 /*glClearColor(0.4, 0.6, 1.0, 1.0);
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117 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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118
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119 bind_program(prog);
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120
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121 gl_matrix_mode(GL_MODELVIEW);
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122 gl_load_identity();
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nuclear@13
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123 gl_translatef(0, 0, -8);
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124 gl_rotatef(t * 100.0, 0, 0, 1);
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125
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126 bind_texture(tex, 0);
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127 set_uniform_int(prog, "tex", 0);
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nuclear@6
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128
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nuclear@13
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129 gl_begin(GL_QUADS);
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130 gl_texcoord2f(0, 0);
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nuclear@2
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131 gl_color3f(1, 0, 0);
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nuclear@2
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132 gl_vertex3f(-1, -1, 0);
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nuclear@14
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133 gl_texcoord2f(1, 0);
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nuclear@2
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134 gl_color3f(0, 1, 0);
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nuclear@2
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135 gl_vertex3f(1, -1, 0);
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nuclear@14
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136 gl_texcoord2f(1, 1);
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nuclear@2
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137 gl_color3f(0, 0, 1);
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nuclear@2
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138 gl_vertex3f(1, 1, 0);
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nuclear@14
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139 gl_texcoord2f(0, 1);
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nuclear@2
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140 gl_color3f(1, 1, 0);
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nuclear@2
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141 gl_vertex3f(-1, 1, 0);
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nuclear@13
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142 gl_end();
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nuclear@2
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143
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nuclear@19
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144 bind_texture(0, 0);*/
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nuclear@14
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145
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nuclear@2
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146 assert(glGetError() == GL_NO_ERROR);
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nuclear@0
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147 }
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nuclear@2
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148
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nuclear@19
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149 static void render(float t)
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nuclear@19
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150 {
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nuclear@19
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151 draw_tunnel(t);
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nuclear@19
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152 }
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nuclear@19
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153
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nuclear@19
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154 static void draw_tunnel(float t)
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nuclear@19
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155 {
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nuclear@19
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156 static const float uoffs[] = {0.0, 0.0, 1.0, 1.0};
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nuclear@19
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157 static const float voffs[] = {0.0, 1.0, 1.0, 0.0};
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nuclear@19
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158 int i, j, k;
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nuclear@19
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159 float du, dv;
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nuclear@19
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160
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nuclear@19
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161 bind_program(prog);
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nuclear@19
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162 set_uniform_float(prog, "t", t);
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nuclear@19
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163
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nuclear@19
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164 bind_texture(tex, 0);
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nuclear@19
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165
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nuclear@19
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166 /*glMatrixMode(GL_TEXTURE);
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nuclear@19
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167 glLoadIdentity();
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nuclear@19
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168 //glTranslatef(0, -t * 1.5, 0);
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nuclear@19
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169 glTranslatef(0, -t * 0.5, 0);*/
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nuclear@19
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170
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nuclear@19
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171 gl_begin(GL_QUADS);
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nuclear@19
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172 gl_color3f(1.0, 1.0, 1.0);
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nuclear@19
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173
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nuclear@19
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174 du = 1.0 / sides;
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nuclear@19
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175 dv = 1.0 / segm;
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nuclear@19
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176
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nuclear@19
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177 for(i=0; i<segm; i++) {
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nuclear@19
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178 float trans_zp[2], trans_z0[2], trans_z1[2];
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nuclear@19
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179
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nuclear@19
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180 float zp = ring_height * (i - 1);
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nuclear@19
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181 float z0 = ring_height * i;
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nuclear@19
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182 float z1 = ring_height * (i + 1);
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nuclear@19
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183
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nuclear@19
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184 float v0 = (float)i / (float)segm;
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nuclear@19
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185 float v1 = (float)(i + 1) / (float)segm;
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nuclear@19
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186
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nuclear@19
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187 worm(t, zp, trans_zp, trans_zp + 1);
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nuclear@19
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188 worm(t, z0, trans_z0, trans_z0 + 1);
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nuclear@19
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189 worm(t, z1, trans_z1, trans_z1 + 1);
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nuclear@19
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190
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nuclear@19
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191 for(j=0; j<sides; j++) {
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nuclear@19
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192 for(k=0; k<4; k++) {
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nuclear@19
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193 float u = (j + uoffs[k]) * du;
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nuclear@19
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194 float v = (i + voffs[k]) * dv;
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nuclear@19
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195
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nuclear@19
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196 tunnel_vertex(u, v, du, dv, t);
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nuclear@19
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197 }
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nuclear@19
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198 }
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nuclear@19
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199 }
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nuclear@19
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200 gl_end();
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nuclear@19
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201
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nuclear@21
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202 /*gl_begin(GL_QUADS);
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nuclear@21
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203 gl_color3f(1.0, 0.3, 0.2);
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nuclear@21
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204 gl_vertex2f(-100, -100);
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nuclear@21
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205 gl_vertex2f(100, -100);
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nuclear@21
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206 gl_vertex2f(100, 0);
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nuclear@21
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207 gl_vertex2f(-100, 0);
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nuclear@21
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208 gl_end();*/
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nuclear@21
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209
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nuclear@19
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210 bind_texture(0, 0);
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nuclear@19
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211 }
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nuclear@19
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212
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nuclear@19
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213 static void tunnel_vertex(float u, float v, float du, float dv, float t)
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nuclear@19
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214 {
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nuclear@19
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215 float pos[3];
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nuclear@19
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216
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nuclear@19
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217 float theta = 2.0 * M_PI * u;
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nuclear@19
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218 float theta1 = 2.0 * M_PI * (u + du);
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nuclear@19
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219
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nuclear@19
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220 float x = cos(theta);
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nuclear@19
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221 float y = sin(theta);
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nuclear@19
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222 float x1 = cos(theta1);
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nuclear@19
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223 float y1 = sin(theta1);
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nuclear@19
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224 float z = v / dv * ring_height;
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nuclear@19
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225 float z1 = (v + dv) / dv * ring_height;
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nuclear@19
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226
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nuclear@19
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227 float trans_z[2], trans_z1[2];
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nuclear@19
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228
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nuclear@19
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229 worm(t, z, trans_z, trans_z + 1);
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nuclear@19
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230 worm(t, z1, trans_z1, trans_z1 + 1);
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nuclear@19
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231
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nuclear@19
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232 pos[0] = x + trans_z[0];
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nuclear@19
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233 pos[1] = y + trans_z[1];
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nuclear@19
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234 pos[2] = z;
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nuclear@19
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235
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nuclear@19
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236 /*v3_cons(pos, x + trans_z[0], y + trans_z[1], z);
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nuclear@19
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237 v3_cons(pos_du, x1 + trans_z[0], y1 + trans_z[1], z);
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nuclear@19
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238 v3_cons(pos_dv, x + trans_z1[0], y + trans_z1[1], z1);*/
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nuclear@19
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239
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nuclear@19
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240 /*v3_sub(dfdu, pos_du, pos);
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nuclear@19
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241 v3_sub(dfdv, pos_dv, pos);
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nuclear@19
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242 v3_cross(norm, dfdv, dfdu);*/
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nuclear@19
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243
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nuclear@19
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244 /*glVertexAttrib3f(tloc, dfdu[0], dfdu[1], dfdu[2]);
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nuclear@19
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245 glNormal3f(norm[0], norm[1], norm[2]);*/
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nuclear@19
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246 gl_texcoord2f(u * 2.0, v * 4.0);
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nuclear@19
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247 gl_vertex3f(pos[0], pos[1], pos[2]);
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nuclear@19
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248 }
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nuclear@19
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249
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nuclear@19
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250
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nuclear@19
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251
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nuclear@19
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252 static void worm(float t, float z, float *tx, float *ty)
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nuclear@19
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253 {
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nuclear@19
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254 float x, y;
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nuclear@19
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255 x = sin(t) + cos(t + z) + sin(t * 2.0 + z) / 2.0;
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nuclear@19
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256 y = cos(t) + sin(t + z) + cos(t * 2.0 + z) / 2.0;
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nuclear@19
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257
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nuclear@19
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258 *tx = x * 0.5;
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nuclear@19
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259 *ty = y * 0.5;
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nuclear@19
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260 }
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nuclear@19
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261
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nuclear@19
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262
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nuclear@2
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263 void reshape(int x, int y)
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nuclear@2
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264 {
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nuclear@2
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265 glViewport(0, 0, x, y);
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nuclear@2
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266
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nuclear@2
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267 gl_matrix_mode(GL_PROJECTION);
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nuclear@2
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268 gl_load_identity();
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nuclear@21
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269 glu_perspective(40.0, (float)x / (float)y, 0.5, 500.0);
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nuclear@21
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270
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nuclear@21
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271 view_xsz = x;
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nuclear@21
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272 view_ysz = y;
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nuclear@2
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273 }
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nuclear@4
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274
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nuclear@4
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275 static unsigned int get_shader_program(const char *vfile, const char *pfile)
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nuclear@4
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276 {
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nuclear@4
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277 unsigned int prog, vs, ps;
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nuclear@4
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278
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nuclear@4
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279 if(!(vs = get_vertex_shader(find_resource(vfile, 0, 0)))) {
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nuclear@4
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280 return -1;
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nuclear@4
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281 }
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nuclear@4
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282 if(!(ps = get_pixel_shader(find_resource(pfile, 0, 0)))) {
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nuclear@4
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283 return -1;
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nuclear@4
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284 }
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nuclear@4
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285
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nuclear@4
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286 if(!(prog = create_program_link(vs, ps))) {
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nuclear@4
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287 return -1;
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nuclear@4
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288 }
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nuclear@4
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289 return prog;
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nuclear@4
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290 }
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nuclear@18
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291
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nuclear@18
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292
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nuclear@18
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293 #ifdef IPHONE
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nuclear@18
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294 #include <QuartzCore/QuartzCore.h>
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nuclear@18
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295
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nuclear@18
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296 static float get_sec(void)
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nuclear@18
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297 {
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nuclear@18
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298 static float first;
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nuclear@18
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299 static int init;
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nuclear@18
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300
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nuclear@18
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301 if(!init) {
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nuclear@18
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302 init = 1;
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nuclear@18
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303 first = CACurrentMediaTime();
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nuclear@18
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304 return 0.0f;
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nuclear@18
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305 }
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nuclear@18
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306 return CACurrentMediaTime() - first;
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nuclear@18
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307 }
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nuclear@18
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308
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nuclear@18
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309 #else
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nuclear@18
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310
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nuclear@18
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311 static float get_sec(void)
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nuclear@18
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312 {
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nuclear@18
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313 return (float)glutGet(GLUT_ELAPSED_TIME) / 1000.0f;
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nuclear@18
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314 }
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nuclear@18
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315 #endif
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