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@27
|
12 #include "vmath.h"
|
nuclear@18
|
13 #include "config.h"
|
nuclear@4
|
14
|
nuclear@19
|
15 static void render(float t);
|
nuclear@19
|
16 static void draw_tunnel(float t);
|
nuclear@27
|
17 static void tunnel_vertex(float u, float v, float du, float dv, int tang_loc, float t);
|
nuclear@27
|
18 static vec3_t calc_text_pos(float sec);
|
nuclear@27
|
19 static void draw_text(float idx, vec3_t tpos, float alpha);
|
nuclear@19
|
20 static void worm(float t, float z, float *tx, float *ty);
|
nuclear@4
|
21 static unsigned int get_shader_program(const char *vfile, const char *pfile);
|
nuclear@18
|
22 static float get_sec(void);
|
nuclear@2
|
23
|
nuclear@27
|
24 unsigned int prog, prog_simple, prog_tunnel, prog_text;
|
nuclear@26
|
25 unsigned int tex, tex_stones, tex_normal, tex_text;
|
nuclear@0
|
26
|
nuclear@21
|
27 int view_xsz, view_ysz;
|
nuclear@21
|
28
|
nuclear@24
|
29 #ifdef IPHONE
|
nuclear@21
|
30 int stereo = 1;
|
nuclear@24
|
31 #else
|
nuclear@24
|
32 int stereo = 0;
|
nuclear@24
|
33 #endif
|
nuclear@30
|
34 int use_bump = 0;
|
nuclear@18
|
35
|
nuclear@18
|
36 /* construction parameters */
|
nuclear@18
|
37 int sides = 24;
|
nuclear@18
|
38 int segm = 20;
|
nuclear@27
|
39 float tunnel_speed = 0.75;
|
nuclear@18
|
40 float ring_height = 0.5;
|
nuclear@27
|
41 float text_period = 13.0;
|
nuclear@27
|
42 float text_speed = 2.2;
|
nuclear@18
|
43
|
nuclear@30
|
44 float split = 0.5275;
|
nuclear@18
|
45
|
nuclear@0
|
46 int init(void)
|
nuclear@0
|
47 {
|
nuclear@4
|
48 add_resource_path("sdr");
|
nuclear@14
|
49 add_resource_path("data");
|
nuclear@3
|
50
|
nuclear@27
|
51 if(!(prog_simple = get_shader_program("test.v.glsl", "test.p.glsl"))) {
|
nuclear@27
|
52 return -1;
|
nuclear@27
|
53 }
|
nuclear@27
|
54 if(!(prog_tunnel = get_shader_program("tunnel.v.glsl", "tunnel.p.glsl"))) {
|
nuclear@27
|
55 return -1;
|
nuclear@27
|
56 }
|
nuclear@27
|
57 if(!(prog_text = get_shader_program("text.v.glsl", "text.p.glsl"))) {
|
nuclear@2
|
58 return -1;
|
nuclear@2
|
59 }
|
nuclear@14
|
60
|
nuclear@26
|
61 if(!(tex = load_texture(find_resource("tiles.jpg", 0, 0)))) {
|
nuclear@27
|
62 return -1;
|
nuclear@27
|
63 }
|
nuclear@27
|
64 if(!(tex_stones = load_texture(find_resource("stonewall.jpg", 0, 0)))) {
|
nuclear@27
|
65 return -1;
|
nuclear@27
|
66 }
|
nuclear@27
|
67 if(!(tex_normal = load_texture(find_resource("stonewall_normal.jpg", 0, 0)))) {
|
nuclear@27
|
68 return -1;
|
nuclear@27
|
69 }
|
nuclear@27
|
70 if(!(tex_text = load_texture(find_resource("text.png", 0, 0)))) {
|
nuclear@14
|
71 return -1;
|
nuclear@14
|
72 }
|
nuclear@14
|
73
|
nuclear@27
|
74 glEnable(GL_DEPTH_TEST);
|
nuclear@27
|
75 glEnable(GL_CULL_FACE);
|
nuclear@27
|
76
|
nuclear@30
|
77 cam_fov(42.5);
|
nuclear@30
|
78 cam_clip(0.5, 250.0);
|
nuclear@21
|
79
|
nuclear@0
|
80 return 0;
|
nuclear@0
|
81 }
|
nuclear@0
|
82
|
nuclear@0
|
83 void cleanup(void)
|
nuclear@0
|
84 {
|
nuclear@2
|
85 free_program(prog);
|
nuclear@0
|
86 }
|
nuclear@0
|
87
|
nuclear@0
|
88 void redraw(void)
|
nuclear@0
|
89 {
|
nuclear@19
|
90 float pan_x, pan_y, z;
|
nuclear@19
|
91 float tsec = get_sec();
|
nuclear@18
|
92
|
nuclear@21
|
93 z = ring_height * segm;
|
nuclear@19
|
94 worm(tsec, z, &pan_x, &pan_y);
|
nuclear@19
|
95
|
nuclear@27
|
96 if(use_bump) {
|
nuclear@27
|
97 glClearColor(0.01, 0.01, 0.01, 1.0);
|
nuclear@27
|
98 tunnel_speed = 0.5;
|
nuclear@27
|
99 } else {
|
nuclear@27
|
100 glClearColor(0.6, 0.6, 0.6, 1.0);
|
nuclear@27
|
101 tunnel_speed = 0.75;
|
nuclear@27
|
102 }
|
nuclear@27
|
103 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
nuclear@21
|
104
|
nuclear@19
|
105 if(stereo) {
|
nuclear@21
|
106 int split_pt = (int)((float)view_ysz * split);
|
nuclear@21
|
107
|
nuclear@23
|
108 /* right eye */
|
nuclear@21
|
109 glViewport(0, 0, view_xsz, split_pt);
|
nuclear@21
|
110 cam_aspect((float)split_pt / (float)view_xsz);
|
nuclear@19
|
111
|
nuclear@21
|
112 gl_matrix_mode(GL_PROJECTION);
|
nuclear@21
|
113 gl_load_identity();
|
nuclear@23
|
114 cam_stereo_proj_matrix(CAM_RIGHT);
|
nuclear@23
|
115 gl_rotatef(-90, 0, 0, 1);
|
nuclear@23
|
116
|
nuclear@23
|
117 gl_matrix_mode(GL_MODELVIEW);
|
nuclear@23
|
118 gl_load_identity();
|
nuclear@23
|
119 cam_stereo_view_matrix(CAM_RIGHT);
|
nuclear@23
|
120 gl_translatef(-pan_x, -pan_y, -1.1 * ring_height * segm);
|
nuclear@23
|
121 /*gl_rotatef(-90, 0, 0, 1);*/
|
nuclear@23
|
122
|
nuclear@23
|
123 render(tsec);
|
nuclear@23
|
124
|
nuclear@23
|
125 /* left eye */
|
nuclear@23
|
126 glViewport(0, split_pt, view_xsz, view_ysz - split_pt);
|
nuclear@23
|
127 cam_aspect((float)(view_ysz - split_pt) / (float)view_xsz);
|
nuclear@23
|
128
|
nuclear@23
|
129 gl_matrix_mode(GL_PROJECTION);
|
nuclear@23
|
130 gl_load_identity();
|
nuclear@19
|
131 cam_stereo_proj_matrix(CAM_LEFT);
|
nuclear@21
|
132 gl_rotatef(-90, 0, 0, 1);
|
nuclear@19
|
133
|
nuclear@21
|
134 gl_matrix_mode(GL_MODELVIEW);
|
nuclear@21
|
135 gl_load_identity();
|
nuclear@19
|
136 cam_stereo_view_matrix(CAM_LEFT);
|
nuclear@21
|
137 gl_translatef(-pan_x, -pan_y, -1.1 * ring_height * segm);
|
nuclear@21
|
138 /*gl_rotatef(-90, 0, 0, 1);*/
|
nuclear@19
|
139
|
nuclear@19
|
140 render(tsec);
|
nuclear@19
|
141 } else {
|
nuclear@19
|
142 gl_matrix_mode(GL_MODELVIEW);
|
nuclear@19
|
143 gl_load_identity();
|
nuclear@19
|
144 cam_view_matrix();
|
nuclear@19
|
145 gl_translatef(-pan_x, -pan_y, -1.1 * ring_height * segm);
|
nuclear@19
|
146
|
nuclear@19
|
147 render(tsec);
|
nuclear@19
|
148 }
|
nuclear@19
|
149
|
nuclear@2
|
150 assert(glGetError() == GL_NO_ERROR);
|
nuclear@0
|
151 }
|
nuclear@2
|
152
|
nuclear@19
|
153 static void render(float t)
|
nuclear@19
|
154 {
|
nuclear@27
|
155 int i;
|
nuclear@27
|
156 float text_line;
|
nuclear@27
|
157
|
nuclear@19
|
158 draw_tunnel(t);
|
nuclear@27
|
159
|
nuclear@30
|
160 if(use_bump) {
|
nuclear@30
|
161 glDepthMask(0);
|
nuclear@30
|
162 text_line = floor((text_speed * t) / text_period);
|
nuclear@30
|
163 for(i=0; i<8; i++) {
|
nuclear@30
|
164 vec3_t tpos = calc_text_pos(t - (float)i * 0.015);
|
nuclear@30
|
165 draw_text(text_line, tpos, 1.5 / (float)i);
|
nuclear@30
|
166 }
|
nuclear@30
|
167 glDepthMask(1);
|
nuclear@27
|
168 }
|
nuclear@19
|
169 }
|
nuclear@19
|
170
|
nuclear@19
|
171 static void draw_tunnel(float t)
|
nuclear@19
|
172 {
|
nuclear@19
|
173 static const float uoffs[] = {0.0, 0.0, 1.0, 1.0};
|
nuclear@19
|
174 static const float voffs[] = {0.0, 1.0, 1.0, 0.0};
|
nuclear@27
|
175 int i, j, k, tang_loc = -1;
|
nuclear@19
|
176 float du, dv;
|
nuclear@19
|
177
|
nuclear@27
|
178 prog = use_bump ? prog_tunnel : prog_simple;
|
nuclear@27
|
179
|
nuclear@19
|
180 bind_program(prog);
|
nuclear@19
|
181 set_uniform_float(prog, "t", t);
|
nuclear@27
|
182
|
nuclear@27
|
183 if(use_bump) {
|
nuclear@27
|
184 vec3_t ltpos = calc_text_pos(t);
|
nuclear@27
|
185
|
nuclear@30
|
186 bind_texture(tex_normal, 1);
|
nuclear@27
|
187 set_uniform_int(prog, "tex_norm", 1);
|
nuclear@30
|
188 bind_texture(tex_stones, 0);
|
nuclear@30
|
189 set_uniform_int(prog, "tex", 0);
|
nuclear@30
|
190
|
nuclear@27
|
191 set_uniform_float4(prog, "light_pos", ltpos.x, ltpos.y, ltpos.z, 1.0);
|
nuclear@27
|
192 tang_loc = get_attrib_loc(prog, "attr_tangent");
|
nuclear@30
|
193 } else {
|
nuclear@30
|
194 bind_texture(tex, 0);
|
nuclear@30
|
195 set_uniform_int(prog, "tex", 0);
|
nuclear@27
|
196 }
|
nuclear@19
|
197
|
nuclear@24
|
198 gl_matrix_mode(GL_TEXTURE);
|
nuclear@24
|
199 gl_load_identity();
|
nuclear@32
|
200 gl_translatef(0, -fmod(t * tunnel_speed, 1.0), 0);
|
nuclear@19
|
201
|
nuclear@19
|
202 gl_begin(GL_QUADS);
|
nuclear@19
|
203 gl_color3f(1.0, 1.0, 1.0);
|
nuclear@19
|
204
|
nuclear@19
|
205 du = 1.0 / sides;
|
nuclear@19
|
206 dv = 1.0 / segm;
|
nuclear@19
|
207
|
nuclear@19
|
208 for(i=0; i<segm; i++) {
|
nuclear@19
|
209 float trans_zp[2], trans_z0[2], trans_z1[2];
|
nuclear@19
|
210
|
nuclear@19
|
211 float zp = ring_height * (i - 1);
|
nuclear@19
|
212 float z0 = ring_height * i;
|
nuclear@19
|
213 float z1 = ring_height * (i + 1);
|
nuclear@19
|
214
|
nuclear@19
|
215 worm(t, zp, trans_zp, trans_zp + 1);
|
nuclear@19
|
216 worm(t, z0, trans_z0, trans_z0 + 1);
|
nuclear@19
|
217 worm(t, z1, trans_z1, trans_z1 + 1);
|
nuclear@19
|
218
|
nuclear@19
|
219 for(j=0; j<sides; j++) {
|
nuclear@19
|
220 for(k=0; k<4; k++) {
|
nuclear@19
|
221 float u = (j + uoffs[k]) * du;
|
nuclear@19
|
222 float v = (i + voffs[k]) * dv;
|
nuclear@19
|
223
|
nuclear@27
|
224 tunnel_vertex(u, v, du, dv, tang_loc, t);
|
nuclear@19
|
225 }
|
nuclear@19
|
226 }
|
nuclear@19
|
227 }
|
nuclear@19
|
228 gl_end();
|
nuclear@19
|
229
|
nuclear@27
|
230 bind_texture(0, 1);
|
nuclear@19
|
231 bind_texture(0, 0);
|
nuclear@19
|
232 }
|
nuclear@19
|
233
|
nuclear@27
|
234 static void tunnel_vertex(float u, float v, float du, float dv, int tang_loc, float t)
|
nuclear@19
|
235 {
|
nuclear@27
|
236 vec3_t pos, norm;
|
nuclear@27
|
237 vec3_t dfdu, dfdv, pos_du, pos_dv;
|
nuclear@19
|
238
|
nuclear@19
|
239 float theta = 2.0 * M_PI * u;
|
nuclear@19
|
240 float theta1 = 2.0 * M_PI * (u + du);
|
nuclear@19
|
241
|
nuclear@19
|
242 float x = cos(theta);
|
nuclear@19
|
243 float y = sin(theta);
|
nuclear@19
|
244 float x1 = cos(theta1);
|
nuclear@19
|
245 float y1 = sin(theta1);
|
nuclear@19
|
246 float z = v / dv * ring_height;
|
nuclear@19
|
247 float z1 = (v + dv) / dv * ring_height;
|
nuclear@19
|
248
|
nuclear@19
|
249 float trans_z[2], trans_z1[2];
|
nuclear@19
|
250
|
nuclear@19
|
251 worm(t, z, trans_z, trans_z + 1);
|
nuclear@19
|
252 worm(t, z1, trans_z1, trans_z1 + 1);
|
nuclear@19
|
253
|
nuclear@27
|
254 pos = v3_cons(x + trans_z[0], y + trans_z[1], z);
|
nuclear@27
|
255 pos_du = v3_cons(x1 + trans_z[0], y1 + trans_z[1], z);
|
nuclear@27
|
256 pos_dv = v3_cons(x + trans_z1[0], y + trans_z1[1], z1);
|
nuclear@19
|
257
|
nuclear@27
|
258 dfdu = v3_sub(pos_du, pos);
|
nuclear@27
|
259 dfdv = v3_sub(pos_dv, pos);
|
nuclear@27
|
260 norm = v3_cross(dfdv, dfdu);
|
nuclear@19
|
261
|
nuclear@27
|
262 gl_vertex_attrib3f(tang_loc, dfdu.x, dfdu.y, dfdu.z);
|
nuclear@27
|
263 gl_normal3f(norm.x, norm.y, norm.z);
|
nuclear@19
|
264 gl_texcoord2f(u * 2.0, v * 4.0);
|
nuclear@27
|
265 gl_vertex3f(pos.x, pos.y, pos.z);
|
nuclear@19
|
266 }
|
nuclear@19
|
267
|
nuclear@27
|
268 static vec3_t calc_text_pos(float sec)
|
nuclear@27
|
269 {
|
nuclear@27
|
270 float t = text_speed * sec;
|
nuclear@27
|
271 float z = fmod(t, text_period);
|
nuclear@27
|
272 float pan[2];
|
nuclear@27
|
273
|
nuclear@27
|
274 worm(sec, z, pan, pan + 1);
|
nuclear@27
|
275 return v3_cons(pan[0], pan[1], z + ring_height);
|
nuclear@27
|
276 }
|
nuclear@27
|
277
|
nuclear@27
|
278 static void draw_text(float idx, vec3_t tpos, float alpha)
|
nuclear@27
|
279 {
|
nuclear@27
|
280 gl_matrix_mode(GL_MODELVIEW);
|
nuclear@27
|
281 gl_push_matrix();
|
nuclear@27
|
282 gl_translatef(tpos.x, tpos.y, tpos.z);
|
nuclear@27
|
283
|
nuclear@27
|
284 glEnable(GL_BLEND);
|
nuclear@27
|
285 glBlendFunc(GL_SRC_ALPHA, GL_ONE);
|
nuclear@27
|
286
|
nuclear@27
|
287 bind_program(prog_text);
|
nuclear@27
|
288 set_uniform_float(prog, "idx", idx);
|
nuclear@27
|
289
|
nuclear@27
|
290 bind_texture(tex_text, 0);
|
nuclear@27
|
291
|
nuclear@27
|
292 gl_begin(GL_QUADS);
|
nuclear@27
|
293 gl_color4f(1.0, 1.0, 1.0, alpha > 1.0 ? 1.0 : alpha);
|
nuclear@27
|
294
|
nuclear@27
|
295 gl_texcoord2f(0, 1);
|
nuclear@27
|
296 gl_vertex3f(-1, -0.2, 0);
|
nuclear@27
|
297
|
nuclear@27
|
298 gl_texcoord2f(1, 1);
|
nuclear@27
|
299 gl_vertex3f(1, -0.2, 0);
|
nuclear@27
|
300
|
nuclear@27
|
301 gl_texcoord2f(1, 0);
|
nuclear@27
|
302 gl_vertex3f(1, 0.2, 0);
|
nuclear@27
|
303
|
nuclear@27
|
304 gl_texcoord2f(0, 0);
|
nuclear@27
|
305 gl_vertex3f(-1, 0.2, 0);
|
nuclear@27
|
306 gl_end();
|
nuclear@27
|
307
|
nuclear@27
|
308 bind_texture(0, 0);
|
nuclear@27
|
309 glDisable(GL_BLEND);
|
nuclear@27
|
310
|
nuclear@27
|
311 gl_pop_matrix();
|
nuclear@27
|
312 }
|
nuclear@19
|
313
|
nuclear@19
|
314
|
nuclear@19
|
315 static void worm(float t, float z, float *tx, float *ty)
|
nuclear@19
|
316 {
|
nuclear@19
|
317 float x, y;
|
nuclear@19
|
318 x = sin(t) + cos(t + z) + sin(t * 2.0 + z) / 2.0;
|
nuclear@19
|
319 y = cos(t) + sin(t + z) + cos(t * 2.0 + z) / 2.0;
|
nuclear@19
|
320
|
nuclear@19
|
321 *tx = x * 0.5;
|
nuclear@19
|
322 *ty = y * 0.5;
|
nuclear@19
|
323 }
|
nuclear@19
|
324
|
nuclear@19
|
325
|
nuclear@2
|
326 void reshape(int x, int y)
|
nuclear@2
|
327 {
|
nuclear@2
|
328 glViewport(0, 0, x, y);
|
nuclear@2
|
329
|
nuclear@2
|
330 gl_matrix_mode(GL_PROJECTION);
|
nuclear@2
|
331 gl_load_identity();
|
nuclear@21
|
332 glu_perspective(40.0, (float)x / (float)y, 0.5, 500.0);
|
nuclear@21
|
333
|
nuclear@21
|
334 view_xsz = x;
|
nuclear@21
|
335 view_ysz = y;
|
nuclear@2
|
336 }
|
nuclear@4
|
337
|
nuclear@4
|
338 static unsigned int get_shader_program(const char *vfile, const char *pfile)
|
nuclear@4
|
339 {
|
nuclear@4
|
340 unsigned int prog, vs, ps;
|
nuclear@4
|
341
|
nuclear@4
|
342 if(!(vs = get_vertex_shader(find_resource(vfile, 0, 0)))) {
|
nuclear@27
|
343 return 0;
|
nuclear@4
|
344 }
|
nuclear@4
|
345 if(!(ps = get_pixel_shader(find_resource(pfile, 0, 0)))) {
|
nuclear@27
|
346 return 0;
|
nuclear@4
|
347 }
|
nuclear@4
|
348
|
nuclear@4
|
349 if(!(prog = create_program_link(vs, ps))) {
|
nuclear@27
|
350 return 0;
|
nuclear@4
|
351 }
|
nuclear@4
|
352 return prog;
|
nuclear@4
|
353 }
|
nuclear@18
|
354
|
nuclear@18
|
355
|
nuclear@18
|
356 #ifdef IPHONE
|
nuclear@18
|
357 #include <QuartzCore/QuartzCore.h>
|
nuclear@18
|
358
|
nuclear@18
|
359 static float get_sec(void)
|
nuclear@18
|
360 {
|
nuclear@18
|
361 static float first;
|
nuclear@18
|
362 static int init;
|
nuclear@18
|
363
|
nuclear@18
|
364 if(!init) {
|
nuclear@18
|
365 init = 1;
|
nuclear@18
|
366 first = CACurrentMediaTime();
|
nuclear@18
|
367 return 0.0f;
|
nuclear@18
|
368 }
|
nuclear@18
|
369 return CACurrentMediaTime() - first;
|
nuclear@18
|
370 }
|
nuclear@18
|
371
|
nuclear@18
|
372 #else
|
nuclear@18
|
373
|
nuclear@18
|
374 static float get_sec(void)
|
nuclear@18
|
375 {
|
nuclear@18
|
376 return (float)glutGet(GLUT_ELAPSED_TIME) / 1000.0f;
|
nuclear@18
|
377 }
|
nuclear@18
|
378 #endif
|