istereo2

annotate src/istereo.c @ 20:2b85d05df3f2

animation controls for easier screenshot grabbing
author John Tsiombikas <nuclear@member.fsf.org>
date Fri, 02 Oct 2015 04:54:55 +0300
parents 25d821ab1ca2
children c6971ff4795e
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@15 37 #undef STEREO_GUI
nuclear@15 38
nuclear@2 39 static void render(float t);
nuclear@2 40 static void draw_tunnel(float t);
nuclear@2 41 static void tunnel_vertex(float u, float v, float du, float dv, int tang_loc, float t);
nuclear@2 42 static vec3_t calc_text_pos(float sec);
nuclear@2 43 static void draw_text(float idx, vec3_t tpos, float alpha);
nuclear@2 44 static void worm(float t, float z, float *tx, float *ty);
nuclear@2 45 static unsigned int get_shader_program(const char *vfile, const char *pfile);
nuclear@2 46
nuclear@7 47 unsigned int prog, prog_simple, prog_tunnel, prog_text, prog_color, prog_ui, prog_font;
nuclear@2 48 unsigned int tex, tex_stones, tex_normal, tex_text;
nuclear@7 49 struct dtx_font *font;
nuclear@2 50
nuclear@2 51 int view_xsz, view_ysz;
nuclear@13 52 float view_aspect;
nuclear@2 53
nuclear@20 54 static int paused;
nuclear@20 55 static long sys_msec, time_offset, time_msec, last_pause;
nuclear@20 56
nuclear@2 57 int stereo = 0;
nuclear@2 58 int use_bump = 0;
nuclear@6 59 int show_opt = 1;
nuclear@2 60
nuclear@2 61 /* construction parameters */
nuclear@2 62 int sides = 24;
nuclear@2 63 int segm = 20;
nuclear@2 64 float tunnel_speed = 0.75;
nuclear@2 65 float ring_height = 0.5;
nuclear@2 66 float text_period = 13.0;
nuclear@2 67 float text_speed = 2.2;
nuclear@2 68
nuclear@18 69 float split = 0.4725;
nuclear@2 70
nuclear@2 71 int init(void)
nuclear@2 72 {
nuclear@2 73 add_resource_path("sdr");
nuclear@2 74 add_resource_path("data");
nuclear@2 75
nuclear@2 76 if(!(prog_simple = get_shader_program("test.v.glsl", "test.p.glsl"))) {
nuclear@2 77 return -1;
nuclear@2 78 }
nuclear@2 79 if(!(prog_tunnel = get_shader_program("tunnel.v.glsl", "tunnel.p.glsl"))) {
nuclear@2 80 return -1;
nuclear@2 81 }
nuclear@2 82 if(!(prog_text = get_shader_program("text.v.glsl", "text.p.glsl"))) {
nuclear@2 83 return -1;
nuclear@2 84 }
nuclear@6 85 if(!(prog_color = get_shader_program("color.v.glsl", "color.p.glsl"))) {
nuclear@6 86 return -1;
nuclear@6 87 }
nuclear@6 88 if(!(prog_ui = get_shader_program("ui.v.glsl", "ui.p.glsl"))) {
nuclear@6 89 return -1;
nuclear@6 90 }
nuclear@7 91 if(!(prog_font = get_shader_program("ui.v.glsl", "font.p.glsl"))) {
nuclear@7 92 return -1;
nuclear@7 93 }
nuclear@2 94
nuclear@2 95 if(!(tex = load_texture(find_resource("tiles.jpg", 0, 0)))) {
nuclear@2 96 return -1;
nuclear@2 97 }
nuclear@2 98 if(!(tex_stones = load_texture(find_resource("stonewall.jpg", 0, 0)))) {
nuclear@2 99 return -1;
nuclear@2 100 }
nuclear@2 101 if(!(tex_normal = load_texture(find_resource("stonewall_normal.jpg", 0, 0)))) {
nuclear@2 102 return -1;
nuclear@2 103 }
nuclear@2 104 if(!(tex_text = load_texture(find_resource("text.png", 0, 0)))) {
nuclear@2 105 return -1;
nuclear@2 106 }
nuclear@2 107
nuclear@15 108 if(!(font = dtx_open_font_glyphmap(find_resource("droidsans_s24.glyphmap", 0, 0)))) {
nuclear@7 109 fprintf(stderr, "failed to load font\n");
nuclear@7 110 return -1;
nuclear@7 111 }
nuclear@7 112 dtx_vertex_attribs(get_attrib_loc(prog_ui, "attr_vertex"), get_attrib_loc(prog_ui, "attr_texcoord"));
nuclear@7 113
nuclear@2 114 glEnable(GL_DEPTH_TEST);
nuclear@2 115 glEnable(GL_CULL_FACE);
nuclear@2 116
nuclear@6 117 if(ui_init() == -1) {
nuclear@6 118 return -1;
nuclear@6 119 }
nuclear@15 120 if(show_opt) {
nuclear@15 121 ui_show();
nuclear@15 122 }
nuclear@6 123
nuclear@2 124 cam_fov(42.5);
nuclear@2 125 cam_clip(0.5, 250.0);
nuclear@2 126
nuclear@2 127 return 0;
nuclear@2 128 }
nuclear@2 129
nuclear@2 130 void cleanup(void)
nuclear@2 131 {
nuclear@6 132 ui_shutdown();
nuclear@6 133 free_program(prog_simple);
nuclear@6 134 free_program(prog_tunnel);
nuclear@6 135 free_program(prog_color);
nuclear@6 136 free_program(prog_ui);
nuclear@7 137 free_program(prog_font);
nuclear@7 138 dtx_close_font(font);
nuclear@2 139 }
nuclear@2 140
nuclear@2 141 void redraw(void)
nuclear@2 142 {
nuclear@2 143 float pan_x, pan_y, z;
nuclear@20 144 sys_msec = get_time_msec();
nuclear@20 145 time_msec = (paused ? last_pause : sys_msec) + time_offset;
nuclear@20 146 double tsec = time_msec / 1000.0;
nuclear@2 147
nuclear@2 148 z = ring_height * segm;
nuclear@2 149 worm(tsec, z, &pan_x, &pan_y);
nuclear@2 150
nuclear@2 151 if(use_bump) {
nuclear@2 152 glClearColor(0.01, 0.01, 0.01, 1.0);
nuclear@2 153 tunnel_speed = 0.5;
nuclear@2 154 } else {
nuclear@2 155 glClearColor(0.6, 0.6, 0.6, 1.0);
nuclear@2 156 tunnel_speed = 0.75;
nuclear@2 157 }
nuclear@2 158 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
nuclear@2 159
nuclear@2 160 if(stereo) {
nuclear@4 161 int split_pt = (int)((float)view_xsz * split);
nuclear@2 162
nuclear@17 163 /* left eye */
nuclear@4 164 glViewport(0, 0, split_pt, view_ysz);
nuclear@4 165 cam_aspect((float)split_pt / (float)view_ysz);
nuclear@2 166
nuclear@2 167 gl_matrix_mode(GL_PROJECTION);
nuclear@2 168 gl_load_identity();
nuclear@17 169 cam_stereo_proj_matrix(CAM_LEFT);
nuclear@17 170 //gl_rotatef(-90, 0, 0, 1);
nuclear@17 171
nuclear@17 172 gl_matrix_mode(GL_MODELVIEW);
nuclear@17 173 gl_load_identity();
nuclear@17 174 cam_stereo_view_matrix(CAM_LEFT);
nuclear@17 175 gl_translatef(-pan_x, -pan_y, -1.1 * ring_height * segm);
nuclear@17 176
nuclear@17 177 render(tsec);
nuclear@17 178
nuclear@17 179 /* right eye */
nuclear@17 180 glViewport(split_pt, 0, view_xsz - split_pt, view_ysz);
nuclear@17 181 cam_aspect((float)(view_xsz - split_pt) / (float)view_ysz);
nuclear@17 182
nuclear@17 183 gl_matrix_mode(GL_PROJECTION);
nuclear@17 184 gl_load_identity();
nuclear@2 185 cam_stereo_proj_matrix(CAM_RIGHT);
nuclear@4 186 //gl_rotatef(-90, 0, 0, 1);
nuclear@2 187
nuclear@2 188 gl_matrix_mode(GL_MODELVIEW);
nuclear@2 189 gl_load_identity();
nuclear@2 190 cam_stereo_view_matrix(CAM_RIGHT);
nuclear@2 191 gl_translatef(-pan_x, -pan_y, -1.1 * ring_height * segm);
nuclear@2 192
nuclear@2 193 render(tsec);
nuclear@2 194 } else {
nuclear@2 195 glViewport(0, 0, view_xsz, view_ysz);
nuclear@2 196 cam_aspect((float)view_xsz / (float)view_ysz);
nuclear@2 197
nuclear@2 198 gl_matrix_mode(GL_PROJECTION);
nuclear@2 199 gl_load_identity();
nuclear@4 200 //gl_rotatef(-90, 0, 0, 1);
nuclear@2 201 cam_proj_matrix();
nuclear@2 202
nuclear@2 203 gl_matrix_mode(GL_MODELVIEW);
nuclear@2 204 gl_load_identity();
nuclear@2 205 cam_view_matrix();
nuclear@2 206 gl_translatef(-pan_x, -pan_y, -1.1 * ring_height * segm);
nuclear@2 207
nuclear@2 208 render(tsec);
nuclear@2 209 }
nuclear@2 210
nuclear@15 211 #ifndef STEREO_GUI
nuclear@15 212 if(ui_visible()) {
nuclear@15 213 glViewport(0, 0, view_xsz, view_ysz);
nuclear@15 214 ui_draw();
nuclear@15 215 }
nuclear@15 216 #endif
nuclear@7 217
nuclear@2 218 assert(glGetError() == GL_NO_ERROR);
nuclear@2 219 }
nuclear@2 220
nuclear@2 221 static void render(float t)
nuclear@2 222 {
nuclear@2 223 int i;
nuclear@2 224 float text_line;
nuclear@2 225
nuclear@2 226 draw_tunnel(t);
nuclear@2 227
nuclear@2 228 if(use_bump) {
nuclear@2 229 glDepthMask(0);
nuclear@2 230 text_line = floor((text_speed * t) / text_period);
nuclear@2 231 for(i=0; i<8; i++) {
nuclear@2 232 vec3_t tpos = calc_text_pos(t - (float)i * 0.011);
nuclear@2 233 draw_text(text_line, tpos, 1.5 / (float)i);
nuclear@2 234 }
nuclear@2 235 glDepthMask(1);
nuclear@2 236 }
nuclear@6 237
nuclear@15 238 #ifdef STEREO_GUI
nuclear@15 239 if(ui_visible()) {
nuclear@15 240 ui_reshape(stereo ? view_xsz / 2.0 : view_xsz, view_ysz);
nuclear@6 241 ui_draw();
nuclear@6 242 }
nuclear@15 243 #endif
nuclear@2 244 }
nuclear@2 245
nuclear@2 246 static void draw_tunnel(float t)
nuclear@2 247 {
nuclear@2 248 static const float uoffs[] = {0.0, 0.0, 1.0, 1.0};
nuclear@2 249 static const float voffs[] = {0.0, 1.0, 1.0, 0.0};
nuclear@2 250 int i, j, k, tang_loc = -1;
nuclear@2 251 float du, dv;
nuclear@2 252
nuclear@2 253 prog = use_bump ? prog_tunnel : prog_simple;
nuclear@2 254
nuclear@2 255 bind_program(prog);
nuclear@2 256 set_uniform_float(prog, "t", t);
nuclear@2 257
nuclear@2 258 if(use_bump) {
nuclear@2 259 vec3_t ltpos = calc_text_pos(t);
nuclear@2 260
nuclear@2 261 bind_texture(tex_normal, 1);
nuclear@2 262 set_uniform_int(prog, "tex_norm", 1);
nuclear@2 263 bind_texture(tex_stones, 0);
nuclear@2 264 set_uniform_int(prog, "tex", 0);
nuclear@2 265
nuclear@2 266 set_uniform_float4(prog, "light_pos", ltpos.x, ltpos.y, ltpos.z, 1.0);
nuclear@2 267 tang_loc = get_attrib_loc(prog, "attr_tangent");
nuclear@2 268 } else {
nuclear@2 269 bind_texture(tex, 0);
nuclear@2 270 set_uniform_int(prog, "tex", 0);
nuclear@2 271 }
nuclear@2 272
nuclear@2 273 gl_matrix_mode(GL_TEXTURE);
nuclear@2 274 gl_load_identity();
nuclear@2 275 gl_translatef(0, -fmod(t * tunnel_speed, 1.0), 0);
nuclear@2 276
nuclear@2 277 gl_begin(GL_QUADS);
nuclear@2 278 gl_color3f(1.0, 1.0, 1.0);
nuclear@2 279
nuclear@2 280 du = 1.0 / sides;
nuclear@2 281 dv = 1.0 / segm;
nuclear@2 282
nuclear@2 283 for(i=0; i<segm; i++) {
nuclear@2 284 float trans_zp[2], trans_z0[2], trans_z1[2];
nuclear@2 285
nuclear@2 286 float zp = ring_height * (i - 1);
nuclear@2 287 float z0 = ring_height * i;
nuclear@2 288 float z1 = ring_height * (i + 1);
nuclear@2 289
nuclear@2 290 worm(t, zp, trans_zp, trans_zp + 1);
nuclear@2 291 worm(t, z0, trans_z0, trans_z0 + 1);
nuclear@2 292 worm(t, z1, trans_z1, trans_z1 + 1);
nuclear@2 293
nuclear@2 294 for(j=0; j<sides; j++) {
nuclear@2 295 for(k=0; k<4; k++) {
nuclear@2 296 float u = (j + uoffs[k]) * du;
nuclear@2 297 float v = (i + voffs[k]) * dv;
nuclear@2 298
nuclear@2 299 tunnel_vertex(u, v, du, dv, tang_loc, t);
nuclear@2 300 }
nuclear@2 301 }
nuclear@2 302 }
nuclear@2 303 gl_end();
nuclear@2 304
nuclear@2 305 bind_texture(0, 1);
nuclear@2 306 bind_texture(0, 0);
nuclear@2 307 }
nuclear@2 308
nuclear@2 309 static void tunnel_vertex(float u, float v, float du, float dv, int tang_loc, float t)
nuclear@2 310 {
nuclear@2 311 vec3_t pos, norm;
nuclear@2 312 vec3_t dfdu, dfdv, pos_du, pos_dv;
nuclear@2 313
nuclear@2 314 float theta = 2.0 * M_PI * u;
nuclear@2 315 float theta1 = 2.0 * M_PI * (u + du);
nuclear@2 316
nuclear@2 317 float x = cos(theta);
nuclear@2 318 float y = sin(theta);
nuclear@2 319 float x1 = cos(theta1);
nuclear@2 320 float y1 = sin(theta1);
nuclear@2 321 float z = v / dv * ring_height;
nuclear@2 322 float z1 = (v + dv) / dv * ring_height;
nuclear@2 323
nuclear@2 324 float trans_z[2], trans_z1[2];
nuclear@2 325
nuclear@2 326 worm(t, z, trans_z, trans_z + 1);
nuclear@2 327 worm(t, z1, trans_z1, trans_z1 + 1);
nuclear@2 328
nuclear@2 329 pos = v3_cons(x + trans_z[0], y + trans_z[1], z);
nuclear@2 330 pos_du = v3_cons(x1 + trans_z[0], y1 + trans_z[1], z);
nuclear@2 331 pos_dv = v3_cons(x + trans_z1[0], y + trans_z1[1], z1);
nuclear@2 332
nuclear@2 333 dfdu = v3_sub(pos_du, pos);
nuclear@2 334 dfdv = v3_sub(pos_dv, pos);
nuclear@2 335 norm = v3_cross(dfdv, dfdu);
nuclear@2 336
nuclear@4 337 gl_vertex_attrib3f(tang_loc, dfdu.x, -dfdu.y, dfdu.z);
nuclear@2 338 gl_normal3f(norm.x, norm.y, norm.z);
nuclear@2 339 gl_texcoord2f(u * 2.0, v * 4.0);
nuclear@2 340 gl_vertex3f(pos.x, pos.y, pos.z);
nuclear@2 341 }
nuclear@2 342
nuclear@2 343 static vec3_t calc_text_pos(float sec)
nuclear@2 344 {
nuclear@2 345 float t = text_speed * sec;
nuclear@2 346 float z = fmod(t, text_period);
nuclear@2 347 float pan[2];
nuclear@2 348
nuclear@2 349 worm(sec, z, pan, pan + 1);
nuclear@2 350 return v3_cons(pan[0], pan[1], z + ring_height);
nuclear@2 351 }
nuclear@2 352
nuclear@2 353 static void draw_text(float idx, vec3_t tpos, float alpha)
nuclear@2 354 {
nuclear@2 355 gl_matrix_mode(GL_MODELVIEW);
nuclear@2 356 gl_push_matrix();
nuclear@2 357 gl_translatef(tpos.x, tpos.y, tpos.z);
nuclear@2 358
nuclear@2 359 glEnable(GL_BLEND);
nuclear@2 360 glBlendFunc(GL_SRC_ALPHA, GL_ONE);
nuclear@2 361
nuclear@2 362 bind_program(prog_text);
nuclear@2 363 set_uniform_float(prog_text, "idx", idx);
nuclear@2 364
nuclear@2 365 bind_texture(tex_text, 0);
nuclear@2 366
nuclear@2 367 gl_begin(GL_QUADS);
nuclear@2 368 gl_color4f(1.0, 1.0, 1.0, alpha > 1.0 ? 1.0 : alpha);
nuclear@2 369
nuclear@2 370 gl_texcoord2f(0, 1);
nuclear@2 371 gl_vertex3f(-1, -0.2, 0);
nuclear@2 372
nuclear@2 373 gl_texcoord2f(1, 1);
nuclear@2 374 gl_vertex3f(1, -0.2, 0);
nuclear@2 375
nuclear@2 376 gl_texcoord2f(1, 0);
nuclear@2 377 gl_vertex3f(1, 0.2, 0);
nuclear@2 378
nuclear@2 379 gl_texcoord2f(0, 0);
nuclear@2 380 gl_vertex3f(-1, 0.2, 0);
nuclear@2 381 gl_end();
nuclear@2 382
nuclear@2 383 bind_texture(0, 0);
nuclear@2 384 glDisable(GL_BLEND);
nuclear@2 385
nuclear@2 386 gl_pop_matrix();
nuclear@2 387 }
nuclear@2 388
nuclear@2 389
nuclear@2 390 static void worm(float t, float z, float *tx, float *ty)
nuclear@2 391 {
nuclear@2 392 float x, y;
nuclear@2 393 x = sin(t) + cos(t + z) + sin(t * 2.0 + z) / 2.0;
nuclear@2 394 y = cos(t) + sin(t + z) + cos(t * 2.0 + z) / 2.0;
nuclear@2 395
nuclear@2 396 *tx = x * 0.5;
nuclear@2 397 *ty = y * 0.5;
nuclear@2 398 }
nuclear@2 399
nuclear@2 400
nuclear@2 401 void reshape(int x, int y)
nuclear@2 402 {
nuclear@2 403 glViewport(0, 0, x, y);
nuclear@2 404
nuclear@4 405 float aspect = (float)x / (float)y;
nuclear@4 406 float maxfov = 40.0;
nuclear@4 407 float vfov = aspect > 1.0 ? maxfov / aspect : maxfov;
nuclear@4 408
nuclear@4 409 cam_fov(vfov);
nuclear@4 410
nuclear@2 411 gl_matrix_mode(GL_PROJECTION);
nuclear@2 412 gl_load_identity();
nuclear@4 413 glu_perspective(vfov, aspect, 0.5, 500.0);
nuclear@2 414
nuclear@2 415 view_xsz = x;
nuclear@2 416 view_ysz = y;
nuclear@13 417 view_aspect = aspect;
nuclear@6 418
nuclear@6 419 ui_reshape(x, y);
nuclear@6 420 }
nuclear@6 421
nuclear@6 422 void mouse_button(int bn, int press, int x, int y)
nuclear@6 423 {
nuclear@6 424 if(show_opt) {
nuclear@6 425 ui_button(bn, press, x, y);
nuclear@15 426 } else {
nuclear@15 427 if(press) {
nuclear@15 428 show_opt = 1;
nuclear@15 429 ui_show();
nuclear@15 430 }
nuclear@6 431 }
nuclear@6 432 }
nuclear@6 433
nuclear@6 434 void mouse_motion(int x, int y)
nuclear@6 435 {
nuclear@6 436 if(show_opt) {
nuclear@6 437 ui_motion(x, y);
nuclear@6 438 }
nuclear@2 439 }
nuclear@2 440
nuclear@20 441 void playpause(void)
nuclear@20 442 {
nuclear@20 443 paused = !paused;
nuclear@20 444 if(paused) {
nuclear@20 445 last_pause = sys_msec;
nuclear@20 446 } else {
nuclear@20 447 time_offset -= sys_msec - last_pause;
nuclear@20 448 }
nuclear@20 449 }
nuclear@20 450
nuclear@20 451 void seektime(long msec)
nuclear@20 452 {
nuclear@20 453 time_offset -= msec;
nuclear@20 454 }
nuclear@20 455
nuclear@2 456 static unsigned int get_shader_program(const char *vfile, const char *pfile)
nuclear@2 457 {
nuclear@2 458 unsigned int prog, vs, ps;
nuclear@2 459
nuclear@2 460 if(!(vs = get_vertex_shader(find_resource(vfile, 0, 0)))) {
nuclear@2 461 return 0;
nuclear@2 462 }
nuclear@2 463 if(!(ps = get_pixel_shader(find_resource(pfile, 0, 0)))) {
nuclear@2 464 return 0;
nuclear@2 465 }
nuclear@2 466
nuclear@2 467 if(!(prog = create_program_link(vs, ps))) {
nuclear@2 468 return 0;
nuclear@2 469 }
nuclear@2 470 return prog;
nuclear@2 471 }