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@18
|
24 int stereo;
|
nuclear@18
|
25
|
nuclear@18
|
26 /* construction parameters */
|
nuclear@18
|
27 int sides = 24;
|
nuclear@18
|
28 int segm = 20;
|
nuclear@18
|
29 float ring_height = 0.5;
|
nuclear@18
|
30
|
nuclear@18
|
31
|
nuclear@0
|
32 int init(void)
|
nuclear@0
|
33 {
|
nuclear@4
|
34 add_resource_path("sdr");
|
nuclear@14
|
35 add_resource_path("data");
|
nuclear@3
|
36
|
nuclear@4
|
37 if(!(prog = get_shader_program("test.v.glsl", "test.p.glsl"))) {
|
nuclear@2
|
38 fprintf(stderr, "failed to load shader program\n");
|
nuclear@2
|
39 return -1;
|
nuclear@2
|
40 }
|
nuclear@14
|
41
|
nuclear@14
|
42 if(!(tex = load_texture(find_resource("tiles.ppm", 0, 0)))) {
|
nuclear@14
|
43 fprintf(stderr, "failed to load texture\n");
|
nuclear@14
|
44 return -1;
|
nuclear@14
|
45 }
|
nuclear@14
|
46
|
nuclear@0
|
47 return 0;
|
nuclear@0
|
48 }
|
nuclear@0
|
49
|
nuclear@0
|
50 void cleanup(void)
|
nuclear@0
|
51 {
|
nuclear@2
|
52 free_program(prog);
|
nuclear@0
|
53 }
|
nuclear@0
|
54
|
nuclear@0
|
55 void redraw(void)
|
nuclear@0
|
56 {
|
nuclear@19
|
57 float pan_x, pan_y, z;
|
nuclear@19
|
58 float tsec = get_sec();
|
nuclear@18
|
59
|
nuclear@19
|
60 z = ring_height * (segm - 1);
|
nuclear@19
|
61 worm(tsec, z, &pan_x, &pan_y);
|
nuclear@19
|
62
|
nuclear@19
|
63 if(stereo) {
|
nuclear@19
|
64 #if 0
|
nuclear@19
|
65 /* left eye */
|
nuclear@19
|
66 glDrawBuffer(GL_BACK_LEFT);
|
nuclear@19
|
67
|
nuclear@19
|
68 glMatrixMode(GL_PROJECTION);
|
nuclear@19
|
69 glLoadIdentity();
|
nuclear@19
|
70 cam_stereo_proj_matrix(CAM_LEFT);
|
nuclear@19
|
71
|
nuclear@19
|
72 glMatrixMode(GL_MODELVIEW);
|
nuclear@19
|
73 glLoadIdentity();
|
nuclear@19
|
74 cam_stereo_view_matrix(CAM_LEFT);
|
nuclear@19
|
75 glTranslatef(-pan_x, -pan_y, -1.1 * ring_height * segm);
|
nuclear@19
|
76
|
nuclear@19
|
77 render(tsec);
|
nuclear@19
|
78
|
nuclear@19
|
79 /* right eye */
|
nuclear@19
|
80 glDrawBuffer(GL_BACK_RIGHT);
|
nuclear@19
|
81
|
nuclear@19
|
82 glMatrixMode(GL_PROJECTION);
|
nuclear@19
|
83 glLoadIdentity();
|
nuclear@19
|
84 cam_stereo_proj_matrix(CAM_RIGHT);
|
nuclear@19
|
85
|
nuclear@19
|
86 glMatrixMode(GL_MODELVIEW);
|
nuclear@19
|
87 glLoadIdentity();
|
nuclear@19
|
88 cam_stereo_view_matrix(CAM_RIGHT);
|
nuclear@19
|
89 glTranslatef(-pan_x, -pan_y, -1.1 * ring_height * segm);
|
nuclear@19
|
90
|
nuclear@19
|
91 render(tsec);
|
nuclear@19
|
92 #endif
|
nuclear@19
|
93 } else {
|
nuclear@19
|
94 gl_matrix_mode(GL_MODELVIEW);
|
nuclear@19
|
95 gl_load_identity();
|
nuclear@19
|
96 cam_view_matrix();
|
nuclear@19
|
97 gl_translatef(-pan_x, -pan_y, -1.1 * ring_height * segm);
|
nuclear@19
|
98
|
nuclear@19
|
99 render(tsec);
|
nuclear@19
|
100 }
|
nuclear@19
|
101
|
nuclear@19
|
102
|
nuclear@19
|
103 /*glClearColor(0.4, 0.6, 1.0, 1.0);
|
nuclear@0
|
104 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
nuclear@2
|
105
|
nuclear@2
|
106 bind_program(prog);
|
nuclear@2
|
107
|
nuclear@13
|
108 gl_matrix_mode(GL_MODELVIEW);
|
nuclear@2
|
109 gl_load_identity();
|
nuclear@13
|
110 gl_translatef(0, 0, -8);
|
nuclear@18
|
111 gl_rotatef(t * 100.0, 0, 0, 1);
|
nuclear@2
|
112
|
nuclear@16
|
113 bind_texture(tex, 0);
|
nuclear@17
|
114 set_uniform_int(prog, "tex", 0);
|
nuclear@6
|
115
|
nuclear@13
|
116 gl_begin(GL_QUADS);
|
nuclear@14
|
117 gl_texcoord2f(0, 0);
|
nuclear@2
|
118 gl_color3f(1, 0, 0);
|
nuclear@2
|
119 gl_vertex3f(-1, -1, 0);
|
nuclear@14
|
120 gl_texcoord2f(1, 0);
|
nuclear@2
|
121 gl_color3f(0, 1, 0);
|
nuclear@2
|
122 gl_vertex3f(1, -1, 0);
|
nuclear@14
|
123 gl_texcoord2f(1, 1);
|
nuclear@2
|
124 gl_color3f(0, 0, 1);
|
nuclear@2
|
125 gl_vertex3f(1, 1, 0);
|
nuclear@14
|
126 gl_texcoord2f(0, 1);
|
nuclear@2
|
127 gl_color3f(1, 1, 0);
|
nuclear@2
|
128 gl_vertex3f(-1, 1, 0);
|
nuclear@13
|
129 gl_end();
|
nuclear@2
|
130
|
nuclear@19
|
131 bind_texture(0, 0);*/
|
nuclear@14
|
132
|
nuclear@2
|
133 assert(glGetError() == GL_NO_ERROR);
|
nuclear@0
|
134 }
|
nuclear@2
|
135
|
nuclear@19
|
136 static void render(float t)
|
nuclear@19
|
137 {
|
nuclear@19
|
138 glClear(GL_COLOR_BUFFER_BIT);
|
nuclear@19
|
139
|
nuclear@19
|
140 draw_tunnel(t);
|
nuclear@19
|
141 }
|
nuclear@19
|
142
|
nuclear@19
|
143 static void draw_tunnel(float t)
|
nuclear@19
|
144 {
|
nuclear@19
|
145 static const float uoffs[] = {0.0, 0.0, 1.0, 1.0};
|
nuclear@19
|
146 static const float voffs[] = {0.0, 1.0, 1.0, 0.0};
|
nuclear@19
|
147 int i, j, k;
|
nuclear@19
|
148 float du, dv;
|
nuclear@19
|
149
|
nuclear@19
|
150 bind_program(prog);
|
nuclear@19
|
151 set_uniform_float(prog, "t", t);
|
nuclear@19
|
152
|
nuclear@19
|
153 bind_texture(tex, 0);
|
nuclear@19
|
154
|
nuclear@19
|
155 /*glMatrixMode(GL_TEXTURE);
|
nuclear@19
|
156 glLoadIdentity();
|
nuclear@19
|
157 //glTranslatef(0, -t * 1.5, 0);
|
nuclear@19
|
158 glTranslatef(0, -t * 0.5, 0);*/
|
nuclear@19
|
159
|
nuclear@19
|
160 gl_begin(GL_QUADS);
|
nuclear@19
|
161 gl_color3f(1.0, 1.0, 1.0);
|
nuclear@19
|
162
|
nuclear@19
|
163 du = 1.0 / sides;
|
nuclear@19
|
164 dv = 1.0 / segm;
|
nuclear@19
|
165
|
nuclear@19
|
166 for(i=0; i<segm; i++) {
|
nuclear@19
|
167 float trans_zp[2], trans_z0[2], trans_z1[2];
|
nuclear@19
|
168
|
nuclear@19
|
169 float zp = ring_height * (i - 1);
|
nuclear@19
|
170 float z0 = ring_height * i;
|
nuclear@19
|
171 float z1 = ring_height * (i + 1);
|
nuclear@19
|
172
|
nuclear@19
|
173 float v0 = (float)i / (float)segm;
|
nuclear@19
|
174 float v1 = (float)(i + 1) / (float)segm;
|
nuclear@19
|
175
|
nuclear@19
|
176 worm(t, zp, trans_zp, trans_zp + 1);
|
nuclear@19
|
177 worm(t, z0, trans_z0, trans_z0 + 1);
|
nuclear@19
|
178 worm(t, z1, trans_z1, trans_z1 + 1);
|
nuclear@19
|
179
|
nuclear@19
|
180 for(j=0; j<sides; j++) {
|
nuclear@19
|
181 for(k=0; k<4; k++) {
|
nuclear@19
|
182 float u = (j + uoffs[k]) * du;
|
nuclear@19
|
183 float v = (i + voffs[k]) * dv;
|
nuclear@19
|
184
|
nuclear@19
|
185 tunnel_vertex(u, v, du, dv, t);
|
nuclear@19
|
186 }
|
nuclear@19
|
187 }
|
nuclear@19
|
188 }
|
nuclear@19
|
189 gl_end();
|
nuclear@19
|
190
|
nuclear@19
|
191 bind_texture(0, 0);
|
nuclear@19
|
192 }
|
nuclear@19
|
193
|
nuclear@19
|
194 static void tunnel_vertex(float u, float v, float du, float dv, float t)
|
nuclear@19
|
195 {
|
nuclear@19
|
196 float pos[3];
|
nuclear@19
|
197
|
nuclear@19
|
198 float theta = 2.0 * M_PI * u;
|
nuclear@19
|
199 float theta1 = 2.0 * M_PI * (u + du);
|
nuclear@19
|
200
|
nuclear@19
|
201 float x = cos(theta);
|
nuclear@19
|
202 float y = sin(theta);
|
nuclear@19
|
203 float x1 = cos(theta1);
|
nuclear@19
|
204 float y1 = sin(theta1);
|
nuclear@19
|
205 float z = v / dv * ring_height;
|
nuclear@19
|
206 float z1 = (v + dv) / dv * ring_height;
|
nuclear@19
|
207
|
nuclear@19
|
208 float trans_z[2], trans_z1[2];
|
nuclear@19
|
209
|
nuclear@19
|
210 worm(t, z, trans_z, trans_z + 1);
|
nuclear@19
|
211 worm(t, z1, trans_z1, trans_z1 + 1);
|
nuclear@19
|
212
|
nuclear@19
|
213 pos[0] = x + trans_z[0];
|
nuclear@19
|
214 pos[1] = y + trans_z[1];
|
nuclear@19
|
215 pos[2] = z;
|
nuclear@19
|
216
|
nuclear@19
|
217 /*v3_cons(pos, x + trans_z[0], y + trans_z[1], z);
|
nuclear@19
|
218 v3_cons(pos_du, x1 + trans_z[0], y1 + trans_z[1], z);
|
nuclear@19
|
219 v3_cons(pos_dv, x + trans_z1[0], y + trans_z1[1], z1);*/
|
nuclear@19
|
220
|
nuclear@19
|
221 /*v3_sub(dfdu, pos_du, pos);
|
nuclear@19
|
222 v3_sub(dfdv, pos_dv, pos);
|
nuclear@19
|
223 v3_cross(norm, dfdv, dfdu);*/
|
nuclear@19
|
224
|
nuclear@19
|
225 /*glVertexAttrib3f(tloc, dfdu[0], dfdu[1], dfdu[2]);
|
nuclear@19
|
226 glNormal3f(norm[0], norm[1], norm[2]);*/
|
nuclear@19
|
227 gl_texcoord2f(u * 2.0, v * 4.0);
|
nuclear@19
|
228 gl_vertex3f(pos[0], pos[1], pos[2]);
|
nuclear@19
|
229 }
|
nuclear@19
|
230
|
nuclear@19
|
231
|
nuclear@19
|
232
|
nuclear@19
|
233 static void worm(float t, float z, float *tx, float *ty)
|
nuclear@19
|
234 {
|
nuclear@19
|
235 float x, y;
|
nuclear@19
|
236 x = sin(t) + cos(t + z) + sin(t * 2.0 + z) / 2.0;
|
nuclear@19
|
237 y = cos(t) + sin(t + z) + cos(t * 2.0 + z) / 2.0;
|
nuclear@19
|
238
|
nuclear@19
|
239 *tx = x * 0.5;
|
nuclear@19
|
240 *ty = y * 0.5;
|
nuclear@19
|
241 }
|
nuclear@19
|
242
|
nuclear@19
|
243
|
nuclear@2
|
244 void reshape(int x, int y)
|
nuclear@2
|
245 {
|
nuclear@2
|
246 glViewport(0, 0, x, y);
|
nuclear@2
|
247
|
nuclear@2
|
248 gl_matrix_mode(GL_PROJECTION);
|
nuclear@2
|
249 gl_load_identity();
|
nuclear@2
|
250 glu_perspective(45.0, (float)x / (float)y, 1.0, 1000.0);
|
nuclear@2
|
251 }
|
nuclear@4
|
252
|
nuclear@4
|
253 static unsigned int get_shader_program(const char *vfile, const char *pfile)
|
nuclear@4
|
254 {
|
nuclear@4
|
255 unsigned int prog, vs, ps;
|
nuclear@4
|
256
|
nuclear@4
|
257 if(!(vs = get_vertex_shader(find_resource(vfile, 0, 0)))) {
|
nuclear@4
|
258 return -1;
|
nuclear@4
|
259 }
|
nuclear@4
|
260 if(!(ps = get_pixel_shader(find_resource(pfile, 0, 0)))) {
|
nuclear@4
|
261 return -1;
|
nuclear@4
|
262 }
|
nuclear@4
|
263
|
nuclear@4
|
264 if(!(prog = create_program_link(vs, ps))) {
|
nuclear@4
|
265 return -1;
|
nuclear@4
|
266 }
|
nuclear@4
|
267 return prog;
|
nuclear@4
|
268 }
|
nuclear@18
|
269
|
nuclear@18
|
270
|
nuclear@18
|
271 #ifdef IPHONE
|
nuclear@18
|
272 #include <QuartzCore/QuartzCore.h>
|
nuclear@18
|
273
|
nuclear@18
|
274 static float get_sec(void)
|
nuclear@18
|
275 {
|
nuclear@18
|
276 static float first;
|
nuclear@18
|
277 static int init;
|
nuclear@18
|
278
|
nuclear@18
|
279 if(!init) {
|
nuclear@18
|
280 init = 1;
|
nuclear@18
|
281 first = CACurrentMediaTime();
|
nuclear@18
|
282 return 0.0f;
|
nuclear@18
|
283 }
|
nuclear@18
|
284 return CACurrentMediaTime() - first;
|
nuclear@18
|
285 }
|
nuclear@18
|
286
|
nuclear@18
|
287 #else
|
nuclear@18
|
288
|
nuclear@18
|
289 static float get_sec(void)
|
nuclear@18
|
290 {
|
nuclear@18
|
291 return (float)glutGet(GLUT_ELAPSED_TIME) / 1000.0f;
|
nuclear@18
|
292 }
|
nuclear@18
|
293 #endif
|