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@39
|
19
|
nuclear@2
|
20 #include <stdio.h>
|
nuclear@18
|
21 #include <math.h>
|
nuclear@2
|
22 #include <assert.h>
|
nuclear@3
|
23 #include <unistd.h>
|
nuclear@1
|
24 #include "opengl.h"
|
nuclear@0
|
25 #include "istereo.h"
|
nuclear@2
|
26 #include "sanegl.h"
|
nuclear@2
|
27 #include "sdr.h"
|
nuclear@4
|
28 #include "respath.h"
|
nuclear@14
|
29 #include "tex.h"
|
nuclear@19
|
30 #include "cam.h"
|
nuclear@27
|
31 #include "vmath.h"
|
nuclear@18
|
32 #include "config.h"
|
nuclear@4
|
33
|
nuclear@19
|
34 static void render(float t);
|
nuclear@19
|
35 static void draw_tunnel(float t);
|
nuclear@27
|
36 static void tunnel_vertex(float u, float v, float du, float dv, int tang_loc, float t);
|
nuclear@27
|
37 static vec3_t calc_text_pos(float sec);
|
nuclear@27
|
38 static void draw_text(float idx, vec3_t tpos, float alpha);
|
nuclear@19
|
39 static void worm(float t, float z, float *tx, float *ty);
|
nuclear@4
|
40 static unsigned int get_shader_program(const char *vfile, const char *pfile);
|
nuclear@18
|
41 static float get_sec(void);
|
nuclear@2
|
42
|
nuclear@27
|
43 unsigned int prog, prog_simple, prog_tunnel, prog_text;
|
nuclear@26
|
44 unsigned int tex, tex_stones, tex_normal, tex_text;
|
nuclear@0
|
45
|
nuclear@21
|
46 int view_xsz, view_ysz;
|
nuclear@21
|
47
|
nuclear@24
|
48 int stereo = 0;
|
nuclear@30
|
49 int use_bump = 0;
|
nuclear@18
|
50
|
nuclear@18
|
51 /* construction parameters */
|
nuclear@18
|
52 int sides = 24;
|
nuclear@18
|
53 int segm = 20;
|
nuclear@27
|
54 float tunnel_speed = 0.75;
|
nuclear@18
|
55 float ring_height = 0.5;
|
nuclear@27
|
56 float text_period = 13.0;
|
nuclear@27
|
57 float text_speed = 2.2;
|
nuclear@18
|
58
|
nuclear@30
|
59 float split = 0.5275;
|
nuclear@18
|
60
|
nuclear@0
|
61 int init(void)
|
nuclear@0
|
62 {
|
nuclear@4
|
63 add_resource_path("sdr");
|
nuclear@14
|
64 add_resource_path("data");
|
nuclear@3
|
65
|
nuclear@27
|
66 if(!(prog_simple = get_shader_program("test.v.glsl", "test.p.glsl"))) {
|
nuclear@27
|
67 return -1;
|
nuclear@27
|
68 }
|
nuclear@27
|
69 if(!(prog_tunnel = get_shader_program("tunnel.v.glsl", "tunnel.p.glsl"))) {
|
nuclear@27
|
70 return -1;
|
nuclear@27
|
71 }
|
nuclear@27
|
72 if(!(prog_text = get_shader_program("text.v.glsl", "text.p.glsl"))) {
|
nuclear@2
|
73 return -1;
|
nuclear@2
|
74 }
|
nuclear@14
|
75
|
nuclear@26
|
76 if(!(tex = load_texture(find_resource("tiles.jpg", 0, 0)))) {
|
nuclear@27
|
77 return -1;
|
nuclear@27
|
78 }
|
nuclear@27
|
79 if(!(tex_stones = load_texture(find_resource("stonewall.jpg", 0, 0)))) {
|
nuclear@27
|
80 return -1;
|
nuclear@27
|
81 }
|
nuclear@27
|
82 if(!(tex_normal = load_texture(find_resource("stonewall_normal.jpg", 0, 0)))) {
|
nuclear@27
|
83 return -1;
|
nuclear@27
|
84 }
|
nuclear@27
|
85 if(!(tex_text = load_texture(find_resource("text.png", 0, 0)))) {
|
nuclear@14
|
86 return -1;
|
nuclear@14
|
87 }
|
nuclear@14
|
88
|
nuclear@27
|
89 glEnable(GL_DEPTH_TEST);
|
nuclear@27
|
90 glEnable(GL_CULL_FACE);
|
nuclear@27
|
91
|
nuclear@30
|
92 cam_fov(42.5);
|
nuclear@30
|
93 cam_clip(0.5, 250.0);
|
nuclear@21
|
94
|
nuclear@0
|
95 return 0;
|
nuclear@0
|
96 }
|
nuclear@0
|
97
|
nuclear@0
|
98 void cleanup(void)
|
nuclear@0
|
99 {
|
nuclear@2
|
100 free_program(prog);
|
nuclear@0
|
101 }
|
nuclear@0
|
102
|
nuclear@0
|
103 void redraw(void)
|
nuclear@0
|
104 {
|
nuclear@19
|
105 float pan_x, pan_y, z;
|
nuclear@19
|
106 float tsec = get_sec();
|
nuclear@18
|
107
|
nuclear@21
|
108 z = ring_height * segm;
|
nuclear@19
|
109 worm(tsec, z, &pan_x, &pan_y);
|
nuclear@19
|
110
|
nuclear@27
|
111 if(use_bump) {
|
nuclear@27
|
112 glClearColor(0.01, 0.01, 0.01, 1.0);
|
nuclear@27
|
113 tunnel_speed = 0.5;
|
nuclear@27
|
114 } else {
|
nuclear@27
|
115 glClearColor(0.6, 0.6, 0.6, 1.0);
|
nuclear@27
|
116 tunnel_speed = 0.75;
|
nuclear@27
|
117 }
|
nuclear@27
|
118 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
nuclear@21
|
119
|
nuclear@19
|
120 if(stereo) {
|
nuclear@21
|
121 int split_pt = (int)((float)view_ysz * split);
|
nuclear@21
|
122
|
nuclear@23
|
123 /* right eye */
|
nuclear@21
|
124 glViewport(0, 0, view_xsz, split_pt);
|
nuclear@21
|
125 cam_aspect((float)split_pt / (float)view_xsz);
|
nuclear@19
|
126
|
nuclear@21
|
127 gl_matrix_mode(GL_PROJECTION);
|
nuclear@21
|
128 gl_load_identity();
|
nuclear@23
|
129 cam_stereo_proj_matrix(CAM_RIGHT);
|
nuclear@23
|
130 gl_rotatef(-90, 0, 0, 1);
|
nuclear@23
|
131
|
nuclear@23
|
132 gl_matrix_mode(GL_MODELVIEW);
|
nuclear@23
|
133 gl_load_identity();
|
nuclear@23
|
134 cam_stereo_view_matrix(CAM_RIGHT);
|
nuclear@23
|
135 gl_translatef(-pan_x, -pan_y, -1.1 * ring_height * segm);
|
nuclear@23
|
136
|
nuclear@23
|
137 render(tsec);
|
nuclear@23
|
138
|
nuclear@23
|
139 /* left eye */
|
nuclear@23
|
140 glViewport(0, split_pt, view_xsz, view_ysz - split_pt);
|
nuclear@23
|
141 cam_aspect((float)(view_ysz - split_pt) / (float)view_xsz);
|
nuclear@23
|
142
|
nuclear@23
|
143 gl_matrix_mode(GL_PROJECTION);
|
nuclear@23
|
144 gl_load_identity();
|
nuclear@19
|
145 cam_stereo_proj_matrix(CAM_LEFT);
|
nuclear@21
|
146 gl_rotatef(-90, 0, 0, 1);
|
nuclear@19
|
147
|
nuclear@21
|
148 gl_matrix_mode(GL_MODELVIEW);
|
nuclear@21
|
149 gl_load_identity();
|
nuclear@19
|
150 cam_stereo_view_matrix(CAM_LEFT);
|
nuclear@21
|
151 gl_translatef(-pan_x, -pan_y, -1.1 * ring_height * segm);
|
nuclear@19
|
152
|
nuclear@19
|
153 render(tsec);
|
nuclear@19
|
154 } else {
|
nuclear@35
|
155 glViewport(0, 0, view_xsz, view_ysz);
|
nuclear@36
|
156 cam_aspect((float)view_xsz / (float)view_ysz);
|
nuclear@35
|
157
|
nuclear@35
|
158 gl_matrix_mode(GL_PROJECTION);
|
nuclear@35
|
159 gl_load_identity();
|
nuclear@37
|
160 gl_rotatef(-90, 0, 0, 1);
|
nuclear@35
|
161 cam_proj_matrix();
|
nuclear@36
|
162
|
nuclear@19
|
163 gl_matrix_mode(GL_MODELVIEW);
|
nuclear@19
|
164 gl_load_identity();
|
nuclear@19
|
165 cam_view_matrix();
|
nuclear@19
|
166 gl_translatef(-pan_x, -pan_y, -1.1 * ring_height * segm);
|
nuclear@19
|
167
|
nuclear@19
|
168 render(tsec);
|
nuclear@19
|
169 }
|
nuclear@19
|
170
|
nuclear@2
|
171 assert(glGetError() == GL_NO_ERROR);
|
nuclear@0
|
172 }
|
nuclear@2
|
173
|
nuclear@19
|
174 static void render(float t)
|
nuclear@19
|
175 {
|
nuclear@27
|
176 int i;
|
nuclear@27
|
177 float text_line;
|
nuclear@27
|
178
|
nuclear@19
|
179 draw_tunnel(t);
|
nuclear@27
|
180
|
nuclear@30
|
181 if(use_bump) {
|
nuclear@30
|
182 glDepthMask(0);
|
nuclear@30
|
183 text_line = floor((text_speed * t) / text_period);
|
nuclear@30
|
184 for(i=0; i<8; i++) {
|
nuclear@34
|
185 vec3_t tpos = calc_text_pos(t - (float)i * 0.011);
|
nuclear@30
|
186 draw_text(text_line, tpos, 1.5 / (float)i);
|
nuclear@30
|
187 }
|
nuclear@30
|
188 glDepthMask(1);
|
nuclear@27
|
189 }
|
nuclear@19
|
190 }
|
nuclear@19
|
191
|
nuclear@19
|
192 static void draw_tunnel(float t)
|
nuclear@19
|
193 {
|
nuclear@19
|
194 static const float uoffs[] = {0.0, 0.0, 1.0, 1.0};
|
nuclear@19
|
195 static const float voffs[] = {0.0, 1.0, 1.0, 0.0};
|
nuclear@27
|
196 int i, j, k, tang_loc = -1;
|
nuclear@19
|
197 float du, dv;
|
nuclear@19
|
198
|
nuclear@27
|
199 prog = use_bump ? prog_tunnel : prog_simple;
|
nuclear@27
|
200
|
nuclear@19
|
201 bind_program(prog);
|
nuclear@19
|
202 set_uniform_float(prog, "t", t);
|
nuclear@27
|
203
|
nuclear@27
|
204 if(use_bump) {
|
nuclear@27
|
205 vec3_t ltpos = calc_text_pos(t);
|
nuclear@27
|
206
|
nuclear@30
|
207 bind_texture(tex_normal, 1);
|
nuclear@27
|
208 set_uniform_int(prog, "tex_norm", 1);
|
nuclear@30
|
209 bind_texture(tex_stones, 0);
|
nuclear@30
|
210 set_uniform_int(prog, "tex", 0);
|
nuclear@30
|
211
|
nuclear@27
|
212 set_uniform_float4(prog, "light_pos", ltpos.x, ltpos.y, ltpos.z, 1.0);
|
nuclear@27
|
213 tang_loc = get_attrib_loc(prog, "attr_tangent");
|
nuclear@30
|
214 } else {
|
nuclear@30
|
215 bind_texture(tex, 0);
|
nuclear@30
|
216 set_uniform_int(prog, "tex", 0);
|
nuclear@27
|
217 }
|
nuclear@19
|
218
|
nuclear@24
|
219 gl_matrix_mode(GL_TEXTURE);
|
nuclear@24
|
220 gl_load_identity();
|
nuclear@32
|
221 gl_translatef(0, -fmod(t * tunnel_speed, 1.0), 0);
|
nuclear@19
|
222
|
nuclear@19
|
223 gl_begin(GL_QUADS);
|
nuclear@19
|
224 gl_color3f(1.0, 1.0, 1.0);
|
nuclear@19
|
225
|
nuclear@19
|
226 du = 1.0 / sides;
|
nuclear@19
|
227 dv = 1.0 / segm;
|
nuclear@19
|
228
|
nuclear@19
|
229 for(i=0; i<segm; i++) {
|
nuclear@19
|
230 float trans_zp[2], trans_z0[2], trans_z1[2];
|
nuclear@19
|
231
|
nuclear@19
|
232 float zp = ring_height * (i - 1);
|
nuclear@19
|
233 float z0 = ring_height * i;
|
nuclear@19
|
234 float z1 = ring_height * (i + 1);
|
nuclear@19
|
235
|
nuclear@19
|
236 worm(t, zp, trans_zp, trans_zp + 1);
|
nuclear@19
|
237 worm(t, z0, trans_z0, trans_z0 + 1);
|
nuclear@19
|
238 worm(t, z1, trans_z1, trans_z1 + 1);
|
nuclear@19
|
239
|
nuclear@19
|
240 for(j=0; j<sides; j++) {
|
nuclear@19
|
241 for(k=0; k<4; k++) {
|
nuclear@19
|
242 float u = (j + uoffs[k]) * du;
|
nuclear@19
|
243 float v = (i + voffs[k]) * dv;
|
nuclear@19
|
244
|
nuclear@27
|
245 tunnel_vertex(u, v, du, dv, tang_loc, t);
|
nuclear@19
|
246 }
|
nuclear@19
|
247 }
|
nuclear@19
|
248 }
|
nuclear@19
|
249 gl_end();
|
nuclear@19
|
250
|
nuclear@27
|
251 bind_texture(0, 1);
|
nuclear@19
|
252 bind_texture(0, 0);
|
nuclear@19
|
253 }
|
nuclear@19
|
254
|
nuclear@27
|
255 static void tunnel_vertex(float u, float v, float du, float dv, int tang_loc, float t)
|
nuclear@19
|
256 {
|
nuclear@27
|
257 vec3_t pos, norm;
|
nuclear@27
|
258 vec3_t dfdu, dfdv, pos_du, pos_dv;
|
nuclear@19
|
259
|
nuclear@19
|
260 float theta = 2.0 * M_PI * u;
|
nuclear@19
|
261 float theta1 = 2.0 * M_PI * (u + du);
|
nuclear@19
|
262
|
nuclear@19
|
263 float x = cos(theta);
|
nuclear@19
|
264 float y = sin(theta);
|
nuclear@19
|
265 float x1 = cos(theta1);
|
nuclear@19
|
266 float y1 = sin(theta1);
|
nuclear@19
|
267 float z = v / dv * ring_height;
|
nuclear@19
|
268 float z1 = (v + dv) / dv * ring_height;
|
nuclear@19
|
269
|
nuclear@19
|
270 float trans_z[2], trans_z1[2];
|
nuclear@19
|
271
|
nuclear@19
|
272 worm(t, z, trans_z, trans_z + 1);
|
nuclear@19
|
273 worm(t, z1, trans_z1, trans_z1 + 1);
|
nuclear@19
|
274
|
nuclear@27
|
275 pos = v3_cons(x + trans_z[0], y + trans_z[1], z);
|
nuclear@27
|
276 pos_du = v3_cons(x1 + trans_z[0], y1 + trans_z[1], z);
|
nuclear@27
|
277 pos_dv = v3_cons(x + trans_z1[0], y + trans_z1[1], z1);
|
nuclear@19
|
278
|
nuclear@27
|
279 dfdu = v3_sub(pos_du, pos);
|
nuclear@27
|
280 dfdv = v3_sub(pos_dv, pos);
|
nuclear@27
|
281 norm = v3_cross(dfdv, dfdu);
|
nuclear@19
|
282
|
nuclear@27
|
283 gl_vertex_attrib3f(tang_loc, dfdu.x, dfdu.y, dfdu.z);
|
nuclear@27
|
284 gl_normal3f(norm.x, norm.y, norm.z);
|
nuclear@19
|
285 gl_texcoord2f(u * 2.0, v * 4.0);
|
nuclear@27
|
286 gl_vertex3f(pos.x, pos.y, pos.z);
|
nuclear@19
|
287 }
|
nuclear@19
|
288
|
nuclear@27
|
289 static vec3_t calc_text_pos(float sec)
|
nuclear@27
|
290 {
|
nuclear@27
|
291 float t = text_speed * sec;
|
nuclear@27
|
292 float z = fmod(t, text_period);
|
nuclear@27
|
293 float pan[2];
|
nuclear@27
|
294
|
nuclear@27
|
295 worm(sec, z, pan, pan + 1);
|
nuclear@27
|
296 return v3_cons(pan[0], pan[1], z + ring_height);
|
nuclear@27
|
297 }
|
nuclear@27
|
298
|
nuclear@27
|
299 static void draw_text(float idx, vec3_t tpos, float alpha)
|
nuclear@27
|
300 {
|
nuclear@27
|
301 gl_matrix_mode(GL_MODELVIEW);
|
nuclear@27
|
302 gl_push_matrix();
|
nuclear@27
|
303 gl_translatef(tpos.x, tpos.y, tpos.z);
|
nuclear@27
|
304
|
nuclear@27
|
305 glEnable(GL_BLEND);
|
nuclear@27
|
306 glBlendFunc(GL_SRC_ALPHA, GL_ONE);
|
nuclear@27
|
307
|
nuclear@27
|
308 bind_program(prog_text);
|
nuclear@33
|
309 set_uniform_float(prog_text, "idx", idx);
|
nuclear@27
|
310
|
nuclear@27
|
311 bind_texture(tex_text, 0);
|
nuclear@27
|
312
|
nuclear@27
|
313 gl_begin(GL_QUADS);
|
nuclear@27
|
314 gl_color4f(1.0, 1.0, 1.0, alpha > 1.0 ? 1.0 : alpha);
|
nuclear@27
|
315
|
nuclear@27
|
316 gl_texcoord2f(0, 1);
|
nuclear@27
|
317 gl_vertex3f(-1, -0.2, 0);
|
nuclear@27
|
318
|
nuclear@27
|
319 gl_texcoord2f(1, 1);
|
nuclear@27
|
320 gl_vertex3f(1, -0.2, 0);
|
nuclear@27
|
321
|
nuclear@27
|
322 gl_texcoord2f(1, 0);
|
nuclear@27
|
323 gl_vertex3f(1, 0.2, 0);
|
nuclear@27
|
324
|
nuclear@27
|
325 gl_texcoord2f(0, 0);
|
nuclear@27
|
326 gl_vertex3f(-1, 0.2, 0);
|
nuclear@27
|
327 gl_end();
|
nuclear@27
|
328
|
nuclear@27
|
329 bind_texture(0, 0);
|
nuclear@27
|
330 glDisable(GL_BLEND);
|
nuclear@27
|
331
|
nuclear@27
|
332 gl_pop_matrix();
|
nuclear@27
|
333 }
|
nuclear@19
|
334
|
nuclear@19
|
335
|
nuclear@19
|
336 static void worm(float t, float z, float *tx, float *ty)
|
nuclear@19
|
337 {
|
nuclear@19
|
338 float x, y;
|
nuclear@19
|
339 x = sin(t) + cos(t + z) + sin(t * 2.0 + z) / 2.0;
|
nuclear@19
|
340 y = cos(t) + sin(t + z) + cos(t * 2.0 + z) / 2.0;
|
nuclear@19
|
341
|
nuclear@19
|
342 *tx = x * 0.5;
|
nuclear@19
|
343 *ty = y * 0.5;
|
nuclear@19
|
344 }
|
nuclear@19
|
345
|
nuclear@19
|
346
|
nuclear@2
|
347 void reshape(int x, int y)
|
nuclear@2
|
348 {
|
nuclear@2
|
349 glViewport(0, 0, x, y);
|
nuclear@2
|
350
|
nuclear@2
|
351 gl_matrix_mode(GL_PROJECTION);
|
nuclear@2
|
352 gl_load_identity();
|
nuclear@21
|
353 glu_perspective(40.0, (float)x / (float)y, 0.5, 500.0);
|
nuclear@21
|
354
|
nuclear@21
|
355 view_xsz = x;
|
nuclear@21
|
356 view_ysz = y;
|
nuclear@2
|
357 }
|
nuclear@4
|
358
|
nuclear@4
|
359 static unsigned int get_shader_program(const char *vfile, const char *pfile)
|
nuclear@4
|
360 {
|
nuclear@4
|
361 unsigned int prog, vs, ps;
|
nuclear@4
|
362
|
nuclear@4
|
363 if(!(vs = get_vertex_shader(find_resource(vfile, 0, 0)))) {
|
nuclear@27
|
364 return 0;
|
nuclear@4
|
365 }
|
nuclear@4
|
366 if(!(ps = get_pixel_shader(find_resource(pfile, 0, 0)))) {
|
nuclear@27
|
367 return 0;
|
nuclear@4
|
368 }
|
nuclear@4
|
369
|
nuclear@4
|
370 if(!(prog = create_program_link(vs, ps))) {
|
nuclear@27
|
371 return 0;
|
nuclear@4
|
372 }
|
nuclear@4
|
373 return prog;
|
nuclear@4
|
374 }
|
nuclear@18
|
375
|
nuclear@18
|
376
|
nuclear@18
|
377 #ifdef IPHONE
|
nuclear@18
|
378 #include <QuartzCore/QuartzCore.h>
|
nuclear@18
|
379
|
nuclear@18
|
380 static float get_sec(void)
|
nuclear@18
|
381 {
|
nuclear@18
|
382 static float first;
|
nuclear@18
|
383 static int init;
|
nuclear@18
|
384
|
nuclear@18
|
385 if(!init) {
|
nuclear@18
|
386 init = 1;
|
nuclear@18
|
387 first = CACurrentMediaTime();
|
nuclear@18
|
388 return 0.0f;
|
nuclear@18
|
389 }
|
nuclear@18
|
390 return CACurrentMediaTime() - first;
|
nuclear@18
|
391 }
|
nuclear@18
|
392
|
nuclear@18
|
393 #else
|
nuclear@18
|
394
|
nuclear@18
|
395 static float get_sec(void)
|
nuclear@18
|
396 {
|
nuclear@18
|
397 return (float)glutGet(GLUT_ELAPSED_TIME) / 1000.0f;
|
nuclear@18
|
398 }
|
nuclear@18
|
399 #endif
|