istereo

annotate src/cam.c @ 39:ff055bff6a15

copyright statements and stuff
author John Tsiombikas <nuclear@mutantstargoat.com>
date Sun, 11 Sep 2011 09:03:18 +0300
parents 21d58290e634
children
rev   line source
nuclear@39 1 /*
nuclear@39 2 Stereoscopic tunnel for iOS.
nuclear@39 3 Copyright (C) 2011 John Tsiombikas <nuclear@member.fsf.org>
nuclear@39 4
nuclear@39 5 This program is free software: you can redistribute it and/or modify
nuclear@39 6 it under the terms of the GNU General Public License as published by
nuclear@39 7 the Free Software Foundation, either version 3 of the License, or
nuclear@39 8 (at your option) any later version.
nuclear@39 9
nuclear@39 10 This program is distributed in the hope that it will be useful,
nuclear@39 11 but WITHOUT ANY WARRANTY; without even the implied warranty of
nuclear@39 12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
nuclear@39 13 GNU General Public License for more details.
nuclear@39 14
nuclear@39 15 You should have received a copy of the GNU General Public License
nuclear@39 16 along with this program. If not, see <http://www.gnu.org/licenses/>.
nuclear@39 17 */
nuclear@39 18
nuclear@20 19 #include <math.h>
nuclear@20 20 #include "opengl.h"
nuclear@20 21 #include "cam.h"
nuclear@20 22 #include "sanegl.h"
nuclear@20 23
nuclear@20 24 #define DEG_TO_RAD(x) (M_PI * (x) / 180.0)
nuclear@20 25
nuclear@20 26 typedef struct vec3 {
nuclear@20 27 float x, y, z;
nuclear@20 28 } vec3_t;
nuclear@20 29
nuclear@20 30 /* viewing parameters */
nuclear@20 31 #define DEF_THETA 0
nuclear@20 32 #define DEF_PHI 0
nuclear@20 33 #define DEF_DIST 0
nuclear@20 34 #define DEF_X 0
nuclear@20 35 #define DEF_Y 0
nuclear@20 36 #define DEF_Z 0
nuclear@20 37
nuclear@20 38 static float cam_theta = DEF_THETA, cam_phi = DEF_PHI;
nuclear@20 39 static float cam_dist = DEF_DIST;
nuclear@20 40 static vec3_t cam_pos = {DEF_X, DEF_Y, DEF_Z};
nuclear@20 41 static float cam_speed = 1.0;
nuclear@20 42
nuclear@20 43 /* projection parameters */
nuclear@20 44 #define DEF_VFOV 45.0
nuclear@20 45 #define DEF_ASPECT 1.3333333
nuclear@20 46 #define DEF_NEAR 1.0
nuclear@20 47 #define DEF_FAR 1000.0
nuclear@20 48
nuclear@20 49 static float vfov = DEF_VFOV;
nuclear@20 50 static float aspect = DEF_ASPECT;
nuclear@20 51 static float nearclip = DEF_NEAR, farclip = DEF_FAR;
nuclear@20 52
nuclear@20 53 /* stereo parameters */
nuclear@20 54 #define DEF_EYE_SEP 0.1
nuclear@20 55 #define DEF_FOCUS_DIST 1.0
nuclear@20 56
nuclear@20 57 static float eye_sep = DEF_EYE_SEP;
nuclear@20 58 static float focus_dist = DEF_FOCUS_DIST;
nuclear@20 59
nuclear@20 60
nuclear@20 61 static float rot_speed = 0.5;
nuclear@20 62 static float zoom_speed = 0.1;
nuclear@20 63
nuclear@20 64 void cam_reset(void)
nuclear@20 65 {
nuclear@20 66 cam_reset_view();
nuclear@20 67 cam_reset_proj();
nuclear@20 68 cam_reset_stereo();
nuclear@20 69 }
nuclear@20 70
nuclear@20 71 void cam_reset_view(void)
nuclear@20 72 {
nuclear@20 73 cam_theta = DEF_THETA;
nuclear@20 74 cam_phi = DEF_PHI;
nuclear@20 75 cam_dist = DEF_DIST;
nuclear@20 76 cam_pos.x = DEF_X;
nuclear@20 77 cam_pos.y = DEF_Y;
nuclear@20 78 cam_pos.z = DEF_Z;
nuclear@20 79 }
nuclear@20 80
nuclear@20 81 void cam_reset_proj(void)
nuclear@20 82 {
nuclear@20 83 vfov = DEF_VFOV;
nuclear@20 84 aspect = DEF_ASPECT;
nuclear@20 85 nearclip = DEF_NEAR;
nuclear@20 86 farclip = DEF_FAR;
nuclear@20 87 }
nuclear@20 88
nuclear@20 89 void cam_reset_stereo(void)
nuclear@20 90 {
nuclear@20 91 eye_sep = DEF_EYE_SEP;
nuclear@20 92 focus_dist = DEF_FOCUS_DIST;
nuclear@20 93 }
nuclear@20 94
nuclear@20 95 void cam_pan(int dx, int dy)
nuclear@20 96 {
nuclear@20 97 float dxf = dx * cam_speed;
nuclear@20 98 float dyf = dy * cam_speed;
nuclear@20 99 float angle = -DEG_TO_RAD(cam_theta);
nuclear@20 100
nuclear@20 101 cam_pos.x += cos(angle) * dxf + sin(angle) * dyf;
nuclear@20 102 cam_pos.z += -sin(angle) * dxf + cos(angle) * dyf;
nuclear@20 103 }
nuclear@20 104
nuclear@20 105 void cam_height(int dh)
nuclear@20 106 {
nuclear@20 107 cam_pos.y += dh * cam_speed;
nuclear@20 108 }
nuclear@20 109
nuclear@20 110 void cam_rotate(int dx, int dy)
nuclear@20 111 {
nuclear@20 112 cam_theta += dx * rot_speed;
nuclear@20 113 cam_phi += dy * rot_speed;
nuclear@20 114
nuclear@20 115 if(cam_phi < -90) cam_phi = -90;
nuclear@20 116 if(cam_phi > 90) cam_phi = 90;
nuclear@20 117 }
nuclear@20 118
nuclear@20 119 void cam_zoom(int dz)
nuclear@20 120 {
nuclear@20 121 cam_dist += dz * zoom_speed;
nuclear@20 122 if(cam_dist < 0.001) {
nuclear@20 123 cam_dist = 0.001;
nuclear@20 124 }
nuclear@20 125 }
nuclear@20 126
nuclear@20 127 void cam_clip(float n, float f)
nuclear@20 128 {
nuclear@20 129 nearclip = n;
nuclear@20 130 farclip = f;
nuclear@20 131 }
nuclear@20 132
nuclear@20 133 void cam_fov(float f)
nuclear@20 134 {
nuclear@20 135 vfov = f;
nuclear@20 136 }
nuclear@20 137
nuclear@20 138 void cam_aspect(float a)
nuclear@20 139 {
nuclear@20 140 aspect = a;
nuclear@20 141 }
nuclear@20 142
nuclear@20 143 void cam_separation(float s)
nuclear@20 144 {
nuclear@20 145 eye_sep = s;
nuclear@20 146 }
nuclear@20 147
nuclear@20 148 void cam_focus_dist(float d)
nuclear@20 149 {
nuclear@20 150 focus_dist = d;
nuclear@20 151
nuclear@20 152 cam_separation(d / 30.0);
nuclear@20 153 }
nuclear@20 154
nuclear@20 155 void cam_view_matrix(void)
nuclear@20 156 {
nuclear@20 157 cam_stereo_view_matrix(CAM_CENTER);
nuclear@20 158 }
nuclear@20 159
nuclear@20 160 void cam_stereo_view_matrix(int eye)
nuclear@20 161 {
nuclear@20 162 static const float offs_sign[] = {0.0f, 0.5f, -0.5f}; /* center, left, right */
nuclear@20 163 float offs = eye_sep * offs_sign[eye];
nuclear@20 164
nuclear@20 165 gl_translatef(offs, 0, 0);
nuclear@20 166
nuclear@20 167 gl_translatef(0, 0, -cam_dist);
nuclear@20 168 gl_rotatef(cam_phi, 1, 0, 0);
nuclear@20 169 gl_rotatef(cam_theta, 0, 1, 0);
nuclear@20 170 gl_translatef(-cam_pos.x, -cam_pos.y, -cam_pos.z);
nuclear@20 171 }
nuclear@20 172
nuclear@20 173 void cam_proj_matrix(void)
nuclear@20 174 {
nuclear@20 175 cam_stereo_proj_matrix(CAM_CENTER);
nuclear@20 176 }
nuclear@20 177
nuclear@20 178 void cam_stereo_proj_matrix(int eye)
nuclear@20 179 {
nuclear@20 180 float vfov_rad = M_PI * vfov / 180.0;
nuclear@20 181 float top = nearclip * tan(vfov_rad * 0.5);
nuclear@20 182 float right = top * aspect;
nuclear@20 183
nuclear@20 184 static const float offs_sign[] = {0.0f, 1.0, -1.0}; /* center, left, right */
nuclear@20 185 float frust_shift = offs_sign[eye] * (eye_sep * 0.5 * nearclip / focus_dist);
nuclear@20 186
nuclear@20 187 gl_frustum(-right + frust_shift, right + frust_shift, -top, top, nearclip, farclip);
nuclear@20 188 }