istereo2

annotate src/istereo.c @ 14:018f997dc646

button done
author John Tsiombikas <nuclear@member.fsf.org>
date Tue, 29 Sep 2015 01:11:54 +0300
parents 661bf09db398
children 7bd4264bf74a
rev   line source
nuclear@2 1 /*
nuclear@2 2 Stereoscopic tunnel for iOS.
nuclear@6 3 Copyright (C) 2011-2015 John Tsiombikas <nuclear@member.fsf.org>
nuclear@2 4
nuclear@2 5 This program is free software: you can redistribute it and/or modify
nuclear@2 6 it under the terms of the GNU General Public License as published by
nuclear@2 7 the Free Software Foundation, either version 3 of the License, or
nuclear@2 8 (at your option) any later version.
nuclear@2 9
nuclear@2 10 This program is distributed in the hope that it will be useful,
nuclear@2 11 but WITHOUT ANY WARRANTY; without even the implied warranty of
nuclear@2 12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
nuclear@2 13 GNU General Public License for more details.
nuclear@2 14
nuclear@2 15 You should have received a copy of the GNU General Public License
nuclear@2 16 along with this program. If not, see <http://www.gnu.org/licenses/>.
nuclear@2 17 */
nuclear@2 18
nuclear@2 19
nuclear@2 20 #include <stdio.h>
nuclear@2 21 #include <math.h>
nuclear@2 22 #include <assert.h>
nuclear@2 23 #include <unistd.h>
nuclear@2 24 #include "opengl.h"
nuclear@2 25 #include "istereo.h"
nuclear@2 26 #include "sanegl.h"
nuclear@2 27 #include "sdr.h"
nuclear@2 28 #include "respath.h"
nuclear@2 29 #include "tex.h"
nuclear@2 30 #include "cam.h"
nuclear@2 31 #include "vmath.h"
nuclear@2 32 #include "config.h"
nuclear@6 33 #include "ui.h"
nuclear@7 34 #include "drawtext.h"
nuclear@8 35 #include "timer.h"
nuclear@2 36
nuclear@2 37 static void render(float t);
nuclear@2 38 static void draw_tunnel(float t);
nuclear@2 39 static void tunnel_vertex(float u, float v, float du, float dv, int tang_loc, float t);
nuclear@2 40 static vec3_t calc_text_pos(float sec);
nuclear@2 41 static void draw_text(float idx, vec3_t tpos, float alpha);
nuclear@2 42 static void worm(float t, float z, float *tx, float *ty);
nuclear@2 43 static unsigned int get_shader_program(const char *vfile, const char *pfile);
nuclear@2 44
nuclear@7 45 unsigned int prog, prog_simple, prog_tunnel, prog_text, prog_color, prog_ui, prog_font;
nuclear@2 46 unsigned int tex, tex_stones, tex_normal, tex_text;
nuclear@7 47 struct dtx_font *font;
nuclear@2 48
nuclear@2 49 int view_xsz, view_ysz;
nuclear@13 50 float view_aspect;
nuclear@2 51
nuclear@2 52 int stereo = 0;
nuclear@2 53 int use_bump = 0;
nuclear@6 54 int show_opt = 1;
nuclear@2 55
nuclear@2 56 /* construction parameters */
nuclear@2 57 int sides = 24;
nuclear@2 58 int segm = 20;
nuclear@2 59 float tunnel_speed = 0.75;
nuclear@2 60 float ring_height = 0.5;
nuclear@2 61 float text_period = 13.0;
nuclear@2 62 float text_speed = 2.2;
nuclear@2 63
nuclear@2 64 float split = 0.5275;
nuclear@2 65
nuclear@2 66 int init(void)
nuclear@2 67 {
nuclear@2 68 add_resource_path("sdr");
nuclear@2 69 add_resource_path("data");
nuclear@2 70
nuclear@2 71 if(!(prog_simple = get_shader_program("test.v.glsl", "test.p.glsl"))) {
nuclear@2 72 return -1;
nuclear@2 73 }
nuclear@2 74 if(!(prog_tunnel = get_shader_program("tunnel.v.glsl", "tunnel.p.glsl"))) {
nuclear@2 75 return -1;
nuclear@2 76 }
nuclear@2 77 if(!(prog_text = get_shader_program("text.v.glsl", "text.p.glsl"))) {
nuclear@2 78 return -1;
nuclear@2 79 }
nuclear@6 80 if(!(prog_color = get_shader_program("color.v.glsl", "color.p.glsl"))) {
nuclear@6 81 return -1;
nuclear@6 82 }
nuclear@6 83 if(!(prog_ui = get_shader_program("ui.v.glsl", "ui.p.glsl"))) {
nuclear@6 84 return -1;
nuclear@6 85 }
nuclear@7 86 if(!(prog_font = get_shader_program("ui.v.glsl", "font.p.glsl"))) {
nuclear@7 87 return -1;
nuclear@7 88 }
nuclear@2 89
nuclear@2 90 if(!(tex = load_texture(find_resource("tiles.jpg", 0, 0)))) {
nuclear@2 91 return -1;
nuclear@2 92 }
nuclear@2 93 if(!(tex_stones = load_texture(find_resource("stonewall.jpg", 0, 0)))) {
nuclear@2 94 return -1;
nuclear@2 95 }
nuclear@2 96 if(!(tex_normal = load_texture(find_resource("stonewall_normal.jpg", 0, 0)))) {
nuclear@2 97 return -1;
nuclear@2 98 }
nuclear@2 99 if(!(tex_text = load_texture(find_resource("text.png", 0, 0)))) {
nuclear@2 100 return -1;
nuclear@2 101 }
nuclear@2 102
nuclear@7 103 if(!(font = dtx_open_font_glyphmap(find_resource("linux-libertine_s24.glyphmap", 0, 0)))) {
nuclear@7 104 fprintf(stderr, "failed to load font\n");
nuclear@7 105 return -1;
nuclear@7 106 }
nuclear@7 107 dtx_vertex_attribs(get_attrib_loc(prog_ui, "attr_vertex"), get_attrib_loc(prog_ui, "attr_texcoord"));
nuclear@7 108 dtx_use_font(font, 24);
nuclear@7 109
nuclear@2 110 glEnable(GL_DEPTH_TEST);
nuclear@2 111 glEnable(GL_CULL_FACE);
nuclear@2 112
nuclear@6 113 if(ui_init() == -1) {
nuclear@6 114 return -1;
nuclear@6 115 }
nuclear@6 116
nuclear@2 117 cam_fov(42.5);
nuclear@2 118 cam_clip(0.5, 250.0);
nuclear@2 119
nuclear@2 120 return 0;
nuclear@2 121 }
nuclear@2 122
nuclear@2 123 void cleanup(void)
nuclear@2 124 {
nuclear@6 125 ui_shutdown();
nuclear@6 126 free_program(prog_simple);
nuclear@6 127 free_program(prog_tunnel);
nuclear@6 128 free_program(prog_color);
nuclear@6 129 free_program(prog_ui);
nuclear@7 130 free_program(prog_font);
nuclear@7 131 dtx_close_font(font);
nuclear@2 132 }
nuclear@2 133
nuclear@2 134 void redraw(void)
nuclear@2 135 {
nuclear@2 136 float pan_x, pan_y, z;
nuclear@8 137 float tsec = get_time_sec();
nuclear@2 138
nuclear@2 139 z = ring_height * segm;
nuclear@2 140 worm(tsec, z, &pan_x, &pan_y);
nuclear@2 141
nuclear@2 142 if(use_bump) {
nuclear@2 143 glClearColor(0.01, 0.01, 0.01, 1.0);
nuclear@2 144 tunnel_speed = 0.5;
nuclear@2 145 } else {
nuclear@2 146 glClearColor(0.6, 0.6, 0.6, 1.0);
nuclear@2 147 tunnel_speed = 0.75;
nuclear@2 148 }
nuclear@2 149 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
nuclear@2 150
nuclear@2 151 if(stereo) {
nuclear@4 152 int split_pt = (int)((float)view_xsz * split);
nuclear@2 153
nuclear@2 154 /* right eye */
nuclear@4 155 glViewport(0, 0, split_pt, view_ysz);
nuclear@4 156 cam_aspect((float)split_pt / (float)view_ysz);
nuclear@2 157
nuclear@2 158 gl_matrix_mode(GL_PROJECTION);
nuclear@2 159 gl_load_identity();
nuclear@2 160 cam_stereo_proj_matrix(CAM_RIGHT);
nuclear@4 161 //gl_rotatef(-90, 0, 0, 1);
nuclear@2 162
nuclear@2 163 gl_matrix_mode(GL_MODELVIEW);
nuclear@2 164 gl_load_identity();
nuclear@2 165 cam_stereo_view_matrix(CAM_RIGHT);
nuclear@2 166 gl_translatef(-pan_x, -pan_y, -1.1 * ring_height * segm);
nuclear@2 167
nuclear@2 168 render(tsec);
nuclear@2 169
nuclear@2 170 /* left eye */
nuclear@4 171 glViewport(split_pt, 0, view_xsz - split_pt, view_ysz);
nuclear@4 172 cam_aspect((float)(view_xsz - split_pt) / (float)view_ysz);
nuclear@2 173
nuclear@2 174 gl_matrix_mode(GL_PROJECTION);
nuclear@2 175 gl_load_identity();
nuclear@2 176 cam_stereo_proj_matrix(CAM_LEFT);
nuclear@4 177 //gl_rotatef(-90, 0, 0, 1);
nuclear@2 178
nuclear@2 179 gl_matrix_mode(GL_MODELVIEW);
nuclear@2 180 gl_load_identity();
nuclear@2 181 cam_stereo_view_matrix(CAM_LEFT);
nuclear@2 182 gl_translatef(-pan_x, -pan_y, -1.1 * ring_height * segm);
nuclear@2 183
nuclear@2 184 render(tsec);
nuclear@2 185 } else {
nuclear@2 186 glViewport(0, 0, view_xsz, view_ysz);
nuclear@2 187 cam_aspect((float)view_xsz / (float)view_ysz);
nuclear@2 188
nuclear@2 189 gl_matrix_mode(GL_PROJECTION);
nuclear@2 190 gl_load_identity();
nuclear@4 191 //gl_rotatef(-90, 0, 0, 1);
nuclear@2 192 cam_proj_matrix();
nuclear@2 193
nuclear@2 194 gl_matrix_mode(GL_MODELVIEW);
nuclear@2 195 gl_load_identity();
nuclear@2 196 cam_view_matrix();
nuclear@2 197 gl_translatef(-pan_x, -pan_y, -1.1 * ring_height * segm);
nuclear@2 198
nuclear@2 199 render(tsec);
nuclear@2 200 }
nuclear@2 201
nuclear@7 202 /* TEST */
nuclear@7 203 /*bind_program(prog_ui);
nuclear@7 204
nuclear@7 205 gl_matrix_mode(GL_PROJECTION);
nuclear@7 206 gl_load_identity();
nuclear@7 207 gl_ortho(0, view_xsz, 0, view_ysz, -1, 1);
nuclear@7 208 gl_matrix_mode(GL_MODELVIEW);
nuclear@7 209 gl_load_identity();
nuclear@7 210 gl_apply_xform(prog_ui);
nuclear@7 211
nuclear@7 212 glDisable(GL_DEPTH_TEST);
nuclear@7 213 dtx_printf("hello world\n");
nuclear@7 214 glEnable(GL_DEPTH_TEST);*/
nuclear@7 215
nuclear@2 216 assert(glGetError() == GL_NO_ERROR);
nuclear@2 217 }
nuclear@2 218
nuclear@2 219 static void render(float t)
nuclear@2 220 {
nuclear@2 221 int i;
nuclear@2 222 float text_line;
nuclear@2 223
nuclear@2 224 draw_tunnel(t);
nuclear@2 225
nuclear@2 226 if(use_bump) {
nuclear@2 227 glDepthMask(0);
nuclear@2 228 text_line = floor((text_speed * t) / text_period);
nuclear@2 229 for(i=0; i<8; i++) {
nuclear@2 230 vec3_t tpos = calc_text_pos(t - (float)i * 0.011);
nuclear@2 231 draw_text(text_line, tpos, 1.5 / (float)i);
nuclear@2 232 }
nuclear@2 233 glDepthMask(1);
nuclear@2 234 }
nuclear@6 235
nuclear@6 236 if(show_opt) {
nuclear@6 237 ui_draw();
nuclear@6 238 }
nuclear@2 239 }
nuclear@2 240
nuclear@2 241 static void draw_tunnel(float t)
nuclear@2 242 {
nuclear@2 243 static const float uoffs[] = {0.0, 0.0, 1.0, 1.0};
nuclear@2 244 static const float voffs[] = {0.0, 1.0, 1.0, 0.0};
nuclear@2 245 int i, j, k, tang_loc = -1;
nuclear@2 246 float du, dv;
nuclear@2 247
nuclear@2 248 prog = use_bump ? prog_tunnel : prog_simple;
nuclear@2 249
nuclear@2 250 bind_program(prog);
nuclear@2 251 set_uniform_float(prog, "t", t);
nuclear@2 252
nuclear@2 253 if(use_bump) {
nuclear@2 254 vec3_t ltpos = calc_text_pos(t);
nuclear@2 255
nuclear@2 256 bind_texture(tex_normal, 1);
nuclear@2 257 set_uniform_int(prog, "tex_norm", 1);
nuclear@2 258 bind_texture(tex_stones, 0);
nuclear@2 259 set_uniform_int(prog, "tex", 0);
nuclear@2 260
nuclear@2 261 set_uniform_float4(prog, "light_pos", ltpos.x, ltpos.y, ltpos.z, 1.0);
nuclear@2 262 tang_loc = get_attrib_loc(prog, "attr_tangent");
nuclear@2 263 } else {
nuclear@2 264 bind_texture(tex, 0);
nuclear@2 265 set_uniform_int(prog, "tex", 0);
nuclear@2 266 }
nuclear@2 267
nuclear@2 268 gl_matrix_mode(GL_TEXTURE);
nuclear@2 269 gl_load_identity();
nuclear@2 270 gl_translatef(0, -fmod(t * tunnel_speed, 1.0), 0);
nuclear@2 271
nuclear@2 272 gl_begin(GL_QUADS);
nuclear@2 273 gl_color3f(1.0, 1.0, 1.0);
nuclear@2 274
nuclear@2 275 du = 1.0 / sides;
nuclear@2 276 dv = 1.0 / segm;
nuclear@2 277
nuclear@2 278 for(i=0; i<segm; i++) {
nuclear@2 279 float trans_zp[2], trans_z0[2], trans_z1[2];
nuclear@2 280
nuclear@2 281 float zp = ring_height * (i - 1);
nuclear@2 282 float z0 = ring_height * i;
nuclear@2 283 float z1 = ring_height * (i + 1);
nuclear@2 284
nuclear@2 285 worm(t, zp, trans_zp, trans_zp + 1);
nuclear@2 286 worm(t, z0, trans_z0, trans_z0 + 1);
nuclear@2 287 worm(t, z1, trans_z1, trans_z1 + 1);
nuclear@2 288
nuclear@2 289 for(j=0; j<sides; j++) {
nuclear@2 290 for(k=0; k<4; k++) {
nuclear@2 291 float u = (j + uoffs[k]) * du;
nuclear@2 292 float v = (i + voffs[k]) * dv;
nuclear@2 293
nuclear@2 294 tunnel_vertex(u, v, du, dv, tang_loc, t);
nuclear@2 295 }
nuclear@2 296 }
nuclear@2 297 }
nuclear@2 298 gl_end();
nuclear@2 299
nuclear@2 300 bind_texture(0, 1);
nuclear@2 301 bind_texture(0, 0);
nuclear@2 302 }
nuclear@2 303
nuclear@2 304 static void tunnel_vertex(float u, float v, float du, float dv, int tang_loc, float t)
nuclear@2 305 {
nuclear@2 306 vec3_t pos, norm;
nuclear@2 307 vec3_t dfdu, dfdv, pos_du, pos_dv;
nuclear@2 308
nuclear@2 309 float theta = 2.0 * M_PI * u;
nuclear@2 310 float theta1 = 2.0 * M_PI * (u + du);
nuclear@2 311
nuclear@2 312 float x = cos(theta);
nuclear@2 313 float y = sin(theta);
nuclear@2 314 float x1 = cos(theta1);
nuclear@2 315 float y1 = sin(theta1);
nuclear@2 316 float z = v / dv * ring_height;
nuclear@2 317 float z1 = (v + dv) / dv * ring_height;
nuclear@2 318
nuclear@2 319 float trans_z[2], trans_z1[2];
nuclear@2 320
nuclear@2 321 worm(t, z, trans_z, trans_z + 1);
nuclear@2 322 worm(t, z1, trans_z1, trans_z1 + 1);
nuclear@2 323
nuclear@2 324 pos = v3_cons(x + trans_z[0], y + trans_z[1], z);
nuclear@2 325 pos_du = v3_cons(x1 + trans_z[0], y1 + trans_z[1], z);
nuclear@2 326 pos_dv = v3_cons(x + trans_z1[0], y + trans_z1[1], z1);
nuclear@2 327
nuclear@2 328 dfdu = v3_sub(pos_du, pos);
nuclear@2 329 dfdv = v3_sub(pos_dv, pos);
nuclear@2 330 norm = v3_cross(dfdv, dfdu);
nuclear@2 331
nuclear@4 332 gl_vertex_attrib3f(tang_loc, dfdu.x, -dfdu.y, dfdu.z);
nuclear@2 333 gl_normal3f(norm.x, norm.y, norm.z);
nuclear@2 334 gl_texcoord2f(u * 2.0, v * 4.0);
nuclear@2 335 gl_vertex3f(pos.x, pos.y, pos.z);
nuclear@2 336 }
nuclear@2 337
nuclear@2 338 static vec3_t calc_text_pos(float sec)
nuclear@2 339 {
nuclear@2 340 float t = text_speed * sec;
nuclear@2 341 float z = fmod(t, text_period);
nuclear@2 342 float pan[2];
nuclear@2 343
nuclear@2 344 worm(sec, z, pan, pan + 1);
nuclear@2 345 return v3_cons(pan[0], pan[1], z + ring_height);
nuclear@2 346 }
nuclear@2 347
nuclear@2 348 static void draw_text(float idx, vec3_t tpos, float alpha)
nuclear@2 349 {
nuclear@2 350 gl_matrix_mode(GL_MODELVIEW);
nuclear@2 351 gl_push_matrix();
nuclear@2 352 gl_translatef(tpos.x, tpos.y, tpos.z);
nuclear@2 353
nuclear@2 354 glEnable(GL_BLEND);
nuclear@2 355 glBlendFunc(GL_SRC_ALPHA, GL_ONE);
nuclear@2 356
nuclear@2 357 bind_program(prog_text);
nuclear@2 358 set_uniform_float(prog_text, "idx", idx);
nuclear@2 359
nuclear@2 360 bind_texture(tex_text, 0);
nuclear@2 361
nuclear@2 362 gl_begin(GL_QUADS);
nuclear@2 363 gl_color4f(1.0, 1.0, 1.0, alpha > 1.0 ? 1.0 : alpha);
nuclear@2 364
nuclear@2 365 gl_texcoord2f(0, 1);
nuclear@2 366 gl_vertex3f(-1, -0.2, 0);
nuclear@2 367
nuclear@2 368 gl_texcoord2f(1, 1);
nuclear@2 369 gl_vertex3f(1, -0.2, 0);
nuclear@2 370
nuclear@2 371 gl_texcoord2f(1, 0);
nuclear@2 372 gl_vertex3f(1, 0.2, 0);
nuclear@2 373
nuclear@2 374 gl_texcoord2f(0, 0);
nuclear@2 375 gl_vertex3f(-1, 0.2, 0);
nuclear@2 376 gl_end();
nuclear@2 377
nuclear@2 378 bind_texture(0, 0);
nuclear@2 379 glDisable(GL_BLEND);
nuclear@2 380
nuclear@2 381 gl_pop_matrix();
nuclear@2 382 }
nuclear@2 383
nuclear@2 384
nuclear@2 385 static void worm(float t, float z, float *tx, float *ty)
nuclear@2 386 {
nuclear@2 387 float x, y;
nuclear@2 388 x = sin(t) + cos(t + z) + sin(t * 2.0 + z) / 2.0;
nuclear@2 389 y = cos(t) + sin(t + z) + cos(t * 2.0 + z) / 2.0;
nuclear@2 390
nuclear@2 391 *tx = x * 0.5;
nuclear@2 392 *ty = y * 0.5;
nuclear@2 393 }
nuclear@2 394
nuclear@2 395
nuclear@2 396 void reshape(int x, int y)
nuclear@2 397 {
nuclear@2 398 glViewport(0, 0, x, y);
nuclear@2 399
nuclear@4 400 float aspect = (float)x / (float)y;
nuclear@4 401 float maxfov = 40.0;
nuclear@4 402 float vfov = aspect > 1.0 ? maxfov / aspect : maxfov;
nuclear@4 403
nuclear@4 404 cam_fov(vfov);
nuclear@4 405
nuclear@2 406 gl_matrix_mode(GL_PROJECTION);
nuclear@2 407 gl_load_identity();
nuclear@4 408 glu_perspective(vfov, aspect, 0.5, 500.0);
nuclear@2 409
nuclear@2 410 view_xsz = x;
nuclear@2 411 view_ysz = y;
nuclear@13 412 view_aspect = aspect;
nuclear@6 413
nuclear@6 414 ui_reshape(x, y);
nuclear@6 415 }
nuclear@6 416
nuclear@6 417 void mouse_button(int bn, int press, int x, int y)
nuclear@6 418 {
nuclear@6 419 if(show_opt) {
nuclear@6 420 ui_button(bn, press, x, y);
nuclear@6 421 }
nuclear@6 422 }
nuclear@6 423
nuclear@6 424 void mouse_motion(int x, int y)
nuclear@6 425 {
nuclear@6 426 if(show_opt) {
nuclear@6 427 ui_motion(x, y);
nuclear@6 428 }
nuclear@2 429 }
nuclear@2 430
nuclear@2 431 static unsigned int get_shader_program(const char *vfile, const char *pfile)
nuclear@2 432 {
nuclear@2 433 unsigned int prog, vs, ps;
nuclear@2 434
nuclear@2 435 if(!(vs = get_vertex_shader(find_resource(vfile, 0, 0)))) {
nuclear@2 436 return 0;
nuclear@2 437 }
nuclear@2 438 if(!(ps = get_pixel_shader(find_resource(pfile, 0, 0)))) {
nuclear@2 439 return 0;
nuclear@2 440 }
nuclear@2 441
nuclear@2 442 if(!(prog = create_program_link(vs, ps))) {
nuclear@2 443 return 0;
nuclear@2 444 }
nuclear@2 445 return prog;
nuclear@2 446 }