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 int stereo = 0;
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nuclear@30
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30 int use_bump = 0;
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nuclear@18
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31
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nuclear@18
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32 /* construction parameters */
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nuclear@18
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33 int sides = 24;
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nuclear@18
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34 int segm = 20;
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nuclear@27
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35 float tunnel_speed = 0.75;
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nuclear@18
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36 float ring_height = 0.5;
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nuclear@27
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37 float text_period = 13.0;
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nuclear@27
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38 float text_speed = 2.2;
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nuclear@18
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39
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nuclear@30
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40 float split = 0.5275;
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nuclear@18
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41
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nuclear@0
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42 int init(void)
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nuclear@0
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43 {
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nuclear@4
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44 add_resource_path("sdr");
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nuclear@14
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45 add_resource_path("data");
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nuclear@3
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46
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nuclear@27
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47 if(!(prog_simple = get_shader_program("test.v.glsl", "test.p.glsl"))) {
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nuclear@27
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48 return -1;
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nuclear@27
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49 }
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nuclear@27
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50 if(!(prog_tunnel = get_shader_program("tunnel.v.glsl", "tunnel.p.glsl"))) {
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nuclear@27
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51 return -1;
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nuclear@27
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52 }
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nuclear@27
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53 if(!(prog_text = get_shader_program("text.v.glsl", "text.p.glsl"))) {
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nuclear@2
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54 return -1;
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nuclear@2
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55 }
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nuclear@14
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56
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nuclear@26
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57 if(!(tex = load_texture(find_resource("tiles.jpg", 0, 0)))) {
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nuclear@27
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58 return -1;
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nuclear@27
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59 }
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nuclear@27
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60 if(!(tex_stones = load_texture(find_resource("stonewall.jpg", 0, 0)))) {
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nuclear@27
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61 return -1;
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nuclear@27
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62 }
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nuclear@27
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63 if(!(tex_normal = load_texture(find_resource("stonewall_normal.jpg", 0, 0)))) {
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nuclear@27
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64 return -1;
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nuclear@27
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65 }
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nuclear@27
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66 if(!(tex_text = load_texture(find_resource("text.png", 0, 0)))) {
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nuclear@14
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67 return -1;
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nuclear@14
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68 }
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nuclear@14
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69
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nuclear@27
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70 glEnable(GL_DEPTH_TEST);
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nuclear@27
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71 glEnable(GL_CULL_FACE);
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nuclear@27
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72
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nuclear@30
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73 cam_fov(42.5);
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nuclear@30
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74 cam_clip(0.5, 250.0);
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nuclear@21
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75
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nuclear@0
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76 return 0;
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nuclear@0
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77 }
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nuclear@0
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78
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nuclear@0
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79 void cleanup(void)
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nuclear@0
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80 {
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nuclear@2
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81 free_program(prog);
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nuclear@0
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82 }
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nuclear@0
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83
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nuclear@0
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84 void redraw(void)
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nuclear@0
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85 {
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nuclear@19
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86 float pan_x, pan_y, z;
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nuclear@19
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87 float tsec = get_sec();
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nuclear@18
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88
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nuclear@21
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89 z = ring_height * segm;
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nuclear@19
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90 worm(tsec, z, &pan_x, &pan_y);
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nuclear@19
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91
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nuclear@27
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92 if(use_bump) {
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nuclear@27
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93 glClearColor(0.01, 0.01, 0.01, 1.0);
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nuclear@27
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94 tunnel_speed = 0.5;
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nuclear@27
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95 } else {
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nuclear@27
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96 glClearColor(0.6, 0.6, 0.6, 1.0);
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nuclear@27
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97 tunnel_speed = 0.75;
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nuclear@27
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98 }
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nuclear@27
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99 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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nuclear@21
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100
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nuclear@19
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101 if(stereo) {
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nuclear@21
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102 int split_pt = (int)((float)view_ysz * split);
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nuclear@21
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103
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nuclear@23
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104 /* right eye */
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nuclear@21
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105 glViewport(0, 0, view_xsz, split_pt);
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nuclear@21
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106 cam_aspect((float)split_pt / (float)view_xsz);
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nuclear@19
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107
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nuclear@21
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108 gl_matrix_mode(GL_PROJECTION);
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nuclear@21
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109 gl_load_identity();
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nuclear@23
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110 cam_stereo_proj_matrix(CAM_RIGHT);
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nuclear@23
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111 gl_rotatef(-90, 0, 0, 1);
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nuclear@23
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112
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nuclear@23
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113 gl_matrix_mode(GL_MODELVIEW);
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nuclear@23
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114 gl_load_identity();
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nuclear@23
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115 cam_stereo_view_matrix(CAM_RIGHT);
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nuclear@23
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116 gl_translatef(-pan_x, -pan_y, -1.1 * ring_height * segm);
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nuclear@23
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117 /*gl_rotatef(-90, 0, 0, 1);*/
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nuclear@23
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118
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nuclear@23
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119 render(tsec);
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nuclear@23
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120
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nuclear@23
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121 /* left eye */
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nuclear@23
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122 glViewport(0, split_pt, view_xsz, view_ysz - split_pt);
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nuclear@23
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123 cam_aspect((float)(view_ysz - split_pt) / (float)view_xsz);
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nuclear@23
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124
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nuclear@23
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125 gl_matrix_mode(GL_PROJECTION);
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nuclear@23
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126 gl_load_identity();
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nuclear@19
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127 cam_stereo_proj_matrix(CAM_LEFT);
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nuclear@21
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128 gl_rotatef(-90, 0, 0, 1);
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nuclear@19
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129
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nuclear@21
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130 gl_matrix_mode(GL_MODELVIEW);
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nuclear@21
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131 gl_load_identity();
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nuclear@19
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132 cam_stereo_view_matrix(CAM_LEFT);
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nuclear@21
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133 gl_translatef(-pan_x, -pan_y, -1.1 * ring_height * segm);
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nuclear@21
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134 /*gl_rotatef(-90, 0, 0, 1);*/
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nuclear@19
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135
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nuclear@19
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136 render(tsec);
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nuclear@19
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137 } else {
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nuclear@35
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138 glViewport(0, 0, view_xsz, view_ysz);
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nuclear@36
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139 cam_aspect((float)view_xsz / (float)view_ysz);
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nuclear@35
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140
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nuclear@35
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141 gl_matrix_mode(GL_PROJECTION);
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nuclear@35
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142 gl_load_identity();
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nuclear@35
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143 cam_proj_matrix();
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nuclear@36
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144
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nuclear@19
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145 gl_matrix_mode(GL_MODELVIEW);
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nuclear@19
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146 gl_load_identity();
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nuclear@19
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147 cam_view_matrix();
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nuclear@19
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148 gl_translatef(-pan_x, -pan_y, -1.1 * ring_height * segm);
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nuclear@19
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149
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nuclear@19
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150 render(tsec);
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nuclear@19
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151 }
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nuclear@19
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152
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nuclear@2
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153 assert(glGetError() == GL_NO_ERROR);
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nuclear@0
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154 }
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nuclear@2
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155
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nuclear@19
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156 static void render(float t)
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nuclear@19
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157 {
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nuclear@27
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158 int i;
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nuclear@27
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159 float text_line;
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nuclear@27
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160
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nuclear@19
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161 draw_tunnel(t);
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nuclear@27
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162
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nuclear@30
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163 if(use_bump) {
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nuclear@30
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164 glDepthMask(0);
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nuclear@30
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165 text_line = floor((text_speed * t) / text_period);
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nuclear@30
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166 for(i=0; i<8; i++) {
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nuclear@34
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167 vec3_t tpos = calc_text_pos(t - (float)i * 0.011);
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nuclear@30
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168 draw_text(text_line, tpos, 1.5 / (float)i);
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nuclear@30
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169 }
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nuclear@30
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170 glDepthMask(1);
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nuclear@27
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171 }
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nuclear@19
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172 }
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nuclear@19
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173
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nuclear@19
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174 static void draw_tunnel(float t)
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nuclear@19
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175 {
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nuclear@19
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176 static const float uoffs[] = {0.0, 0.0, 1.0, 1.0};
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nuclear@19
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177 static const float voffs[] = {0.0, 1.0, 1.0, 0.0};
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nuclear@27
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178 int i, j, k, tang_loc = -1;
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nuclear@19
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179 float du, dv;
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nuclear@19
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180
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nuclear@27
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181 prog = use_bump ? prog_tunnel : prog_simple;
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nuclear@27
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182
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nuclear@19
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183 bind_program(prog);
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nuclear@19
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184 set_uniform_float(prog, "t", t);
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nuclear@27
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185
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nuclear@27
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186 if(use_bump) {
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nuclear@27
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187 vec3_t ltpos = calc_text_pos(t);
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nuclear@27
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188
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nuclear@30
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189 bind_texture(tex_normal, 1);
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nuclear@27
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190 set_uniform_int(prog, "tex_norm", 1);
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nuclear@30
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191 bind_texture(tex_stones, 0);
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nuclear@30
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192 set_uniform_int(prog, "tex", 0);
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nuclear@30
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193
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nuclear@27
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194 set_uniform_float4(prog, "light_pos", ltpos.x, ltpos.y, ltpos.z, 1.0);
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nuclear@27
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195 tang_loc = get_attrib_loc(prog, "attr_tangent");
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nuclear@30
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196 } else {
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nuclear@30
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197 bind_texture(tex, 0);
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nuclear@30
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198 set_uniform_int(prog, "tex", 0);
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nuclear@27
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199 }
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nuclear@19
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200
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nuclear@24
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201 gl_matrix_mode(GL_TEXTURE);
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nuclear@24
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202 gl_load_identity();
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nuclear@32
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203 gl_translatef(0, -fmod(t * tunnel_speed, 1.0), 0);
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nuclear@19
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204
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nuclear@19
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205 gl_begin(GL_QUADS);
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nuclear@19
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206 gl_color3f(1.0, 1.0, 1.0);
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nuclear@19
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207
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nuclear@19
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208 du = 1.0 / sides;
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nuclear@19
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209 dv = 1.0 / segm;
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nuclear@19
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210
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nuclear@19
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211 for(i=0; i<segm; i++) {
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nuclear@19
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212 float trans_zp[2], trans_z0[2], trans_z1[2];
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nuclear@19
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213
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nuclear@19
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214 float zp = ring_height * (i - 1);
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nuclear@19
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215 float z0 = ring_height * i;
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nuclear@19
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216 float z1 = ring_height * (i + 1);
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nuclear@19
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217
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nuclear@19
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218 worm(t, zp, trans_zp, trans_zp + 1);
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nuclear@19
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219 worm(t, z0, trans_z0, trans_z0 + 1);
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nuclear@19
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220 worm(t, z1, trans_z1, trans_z1 + 1);
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nuclear@19
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221
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nuclear@19
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222 for(j=0; j<sides; j++) {
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nuclear@19
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223 for(k=0; k<4; k++) {
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nuclear@19
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224 float u = (j + uoffs[k]) * du;
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nuclear@19
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225 float v = (i + voffs[k]) * dv;
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nuclear@19
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226
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nuclear@27
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227 tunnel_vertex(u, v, du, dv, tang_loc, t);
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nuclear@19
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228 }
|
nuclear@19
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229 }
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nuclear@19
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230 }
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nuclear@19
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231 gl_end();
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nuclear@19
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232
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nuclear@27
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233 bind_texture(0, 1);
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nuclear@19
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234 bind_texture(0, 0);
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nuclear@19
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235 }
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nuclear@19
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236
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nuclear@27
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237 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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238 {
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nuclear@27
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239 vec3_t pos, norm;
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nuclear@27
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240 vec3_t dfdu, dfdv, pos_du, pos_dv;
|
nuclear@19
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241
|
nuclear@19
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242 float theta = 2.0 * M_PI * u;
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nuclear@19
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243 float theta1 = 2.0 * M_PI * (u + du);
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nuclear@19
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244
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nuclear@19
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245 float x = cos(theta);
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nuclear@19
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246 float y = sin(theta);
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nuclear@19
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247 float x1 = cos(theta1);
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nuclear@19
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248 float y1 = sin(theta1);
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nuclear@19
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249 float z = v / dv * ring_height;
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nuclear@19
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250 float z1 = (v + dv) / dv * ring_height;
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nuclear@19
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251
|
nuclear@19
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252 float trans_z[2], trans_z1[2];
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nuclear@19
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253
|
nuclear@19
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254 worm(t, z, trans_z, trans_z + 1);
|
nuclear@19
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255 worm(t, z1, trans_z1, trans_z1 + 1);
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nuclear@19
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256
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nuclear@27
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257 pos = v3_cons(x + trans_z[0], y + trans_z[1], z);
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nuclear@27
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258 pos_du = v3_cons(x1 + trans_z[0], y1 + trans_z[1], z);
|
nuclear@27
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259 pos_dv = v3_cons(x + trans_z1[0], y + trans_z1[1], z1);
|
nuclear@19
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260
|
nuclear@27
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261 dfdu = v3_sub(pos_du, pos);
|
nuclear@27
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262 dfdv = v3_sub(pos_dv, pos);
|
nuclear@27
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263 norm = v3_cross(dfdv, dfdu);
|
nuclear@19
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264
|
nuclear@27
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265 gl_vertex_attrib3f(tang_loc, dfdu.x, dfdu.y, dfdu.z);
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nuclear@27
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266 gl_normal3f(norm.x, norm.y, norm.z);
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nuclear@19
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267 gl_texcoord2f(u * 2.0, v * 4.0);
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nuclear@27
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268 gl_vertex3f(pos.x, pos.y, pos.z);
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nuclear@19
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269 }
|
nuclear@19
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270
|
nuclear@27
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271 static vec3_t calc_text_pos(float sec)
|
nuclear@27
|
272 {
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nuclear@27
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273 float t = text_speed * sec;
|
nuclear@27
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274 float z = fmod(t, text_period);
|
nuclear@27
|
275 float pan[2];
|
nuclear@27
|
276
|
nuclear@27
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277 worm(sec, z, pan, pan + 1);
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nuclear@27
|
278 return v3_cons(pan[0], pan[1], z + ring_height);
|
nuclear@27
|
279 }
|
nuclear@27
|
280
|
nuclear@27
|
281 static void draw_text(float idx, vec3_t tpos, float alpha)
|
nuclear@27
|
282 {
|
nuclear@27
|
283 gl_matrix_mode(GL_MODELVIEW);
|
nuclear@27
|
284 gl_push_matrix();
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nuclear@27
|
285 gl_translatef(tpos.x, tpos.y, tpos.z);
|
nuclear@27
|
286
|
nuclear@27
|
287 glEnable(GL_BLEND);
|
nuclear@27
|
288 glBlendFunc(GL_SRC_ALPHA, GL_ONE);
|
nuclear@27
|
289
|
nuclear@27
|
290 bind_program(prog_text);
|
nuclear@33
|
291 set_uniform_float(prog_text, "idx", idx);
|
nuclear@27
|
292
|
nuclear@27
|
293 bind_texture(tex_text, 0);
|
nuclear@27
|
294
|
nuclear@27
|
295 gl_begin(GL_QUADS);
|
nuclear@27
|
296 gl_color4f(1.0, 1.0, 1.0, alpha > 1.0 ? 1.0 : alpha);
|
nuclear@27
|
297
|
nuclear@27
|
298 gl_texcoord2f(0, 1);
|
nuclear@27
|
299 gl_vertex3f(-1, -0.2, 0);
|
nuclear@27
|
300
|
nuclear@27
|
301 gl_texcoord2f(1, 1);
|
nuclear@27
|
302 gl_vertex3f(1, -0.2, 0);
|
nuclear@27
|
303
|
nuclear@27
|
304 gl_texcoord2f(1, 0);
|
nuclear@27
|
305 gl_vertex3f(1, 0.2, 0);
|
nuclear@27
|
306
|
nuclear@27
|
307 gl_texcoord2f(0, 0);
|
nuclear@27
|
308 gl_vertex3f(-1, 0.2, 0);
|
nuclear@27
|
309 gl_end();
|
nuclear@27
|
310
|
nuclear@27
|
311 bind_texture(0, 0);
|
nuclear@27
|
312 glDisable(GL_BLEND);
|
nuclear@27
|
313
|
nuclear@27
|
314 gl_pop_matrix();
|
nuclear@27
|
315 }
|
nuclear@19
|
316
|
nuclear@19
|
317
|
nuclear@19
|
318 static void worm(float t, float z, float *tx, float *ty)
|
nuclear@19
|
319 {
|
nuclear@19
|
320 float x, y;
|
nuclear@19
|
321 x = sin(t) + cos(t + z) + sin(t * 2.0 + z) / 2.0;
|
nuclear@19
|
322 y = cos(t) + sin(t + z) + cos(t * 2.0 + z) / 2.0;
|
nuclear@19
|
323
|
nuclear@19
|
324 *tx = x * 0.5;
|
nuclear@19
|
325 *ty = y * 0.5;
|
nuclear@19
|
326 }
|
nuclear@19
|
327
|
nuclear@19
|
328
|
nuclear@2
|
329 void reshape(int x, int y)
|
nuclear@2
|
330 {
|
nuclear@2
|
331 glViewport(0, 0, x, y);
|
nuclear@2
|
332
|
nuclear@2
|
333 gl_matrix_mode(GL_PROJECTION);
|
nuclear@2
|
334 gl_load_identity();
|
nuclear@21
|
335 glu_perspective(40.0, (float)x / (float)y, 0.5, 500.0);
|
nuclear@21
|
336
|
nuclear@21
|
337 view_xsz = x;
|
nuclear@21
|
338 view_ysz = y;
|
nuclear@2
|
339 }
|
nuclear@4
|
340
|
nuclear@4
|
341 static unsigned int get_shader_program(const char *vfile, const char *pfile)
|
nuclear@4
|
342 {
|
nuclear@4
|
343 unsigned int prog, vs, ps;
|
nuclear@4
|
344
|
nuclear@4
|
345 if(!(vs = get_vertex_shader(find_resource(vfile, 0, 0)))) {
|
nuclear@27
|
346 return 0;
|
nuclear@4
|
347 }
|
nuclear@4
|
348 if(!(ps = get_pixel_shader(find_resource(pfile, 0, 0)))) {
|
nuclear@27
|
349 return 0;
|
nuclear@4
|
350 }
|
nuclear@4
|
351
|
nuclear@4
|
352 if(!(prog = create_program_link(vs, ps))) {
|
nuclear@27
|
353 return 0;
|
nuclear@4
|
354 }
|
nuclear@4
|
355 return prog;
|
nuclear@4
|
356 }
|
nuclear@18
|
357
|
nuclear@18
|
358
|
nuclear@18
|
359 #ifdef IPHONE
|
nuclear@18
|
360 #include <QuartzCore/QuartzCore.h>
|
nuclear@18
|
361
|
nuclear@18
|
362 static float get_sec(void)
|
nuclear@18
|
363 {
|
nuclear@18
|
364 static float first;
|
nuclear@18
|
365 static int init;
|
nuclear@18
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366
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nuclear@18
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367 if(!init) {
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nuclear@18
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368 init = 1;
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nuclear@18
|
369 first = CACurrentMediaTime();
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nuclear@18
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370 return 0.0f;
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nuclear@18
|
371 }
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nuclear@18
|
372 return CACurrentMediaTime() - first;
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nuclear@18
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373 }
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nuclear@18
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374
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nuclear@18
|
375 #else
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nuclear@18
|
376
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nuclear@18
|
377 static float get_sec(void)
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nuclear@18
|
378 {
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nuclear@18
|
379 return (float)glutGet(GLUT_ELAPSED_TIME) / 1000.0f;
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nuclear@18
|
380 }
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nuclear@18
|
381 #endif
|