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nuclear@2
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1 /*
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nuclear@2
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2 Stereoscopic tunnel for iOS.
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nuclear@6
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3 Copyright (C) 2011-2015 John Tsiombikas <nuclear@member.fsf.org>
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4
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5 This program is free software: you can redistribute it and/or modify
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6 it under the terms of the GNU General Public License as published by
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7 the Free Software Foundation, either version 3 of the License, or
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8 (at your option) any later version.
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9
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10 This program is distributed in the hope that it will be useful,
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11 but WITHOUT ANY WARRANTY; without even the implied warranty of
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12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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13 GNU General Public License for more details.
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14
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15 You should have received a copy of the GNU General Public License
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16 along with this program. If not, see <http://www.gnu.org/licenses/>.
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17 */
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18
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19
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nuclear@2
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20 #include <stdio.h>
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21 #include <math.h>
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22 #include <assert.h>
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23 #include <unistd.h>
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nuclear@2
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24 #include "opengl.h"
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25 #include "istereo.h"
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26 #include "sanegl.h"
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27 #include "sdr.h"
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28 #include "respath.h"
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29 #include "tex.h"
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30 #include "cam.h"
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nuclear@2
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31 #include "vmath.h"
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nuclear@2
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32 #include "config.h"
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nuclear@6
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33 #include "ui.h"
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nuclear@7
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34 #include "drawtext.h"
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nuclear@8
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35 #include "timer.h"
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36
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nuclear@15
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37 #undef STEREO_GUI
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38
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nuclear@2
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39 static void render(float t);
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40 static void draw_tunnel(float t);
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41 static void tunnel_vertex(float u, float v, float du, float dv, int tang_loc, float t);
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42 static vec3_t calc_text_pos(float sec);
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43 static void draw_text(float idx, vec3_t tpos, float alpha);
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44 static void worm(float t, float z, float *tx, float *ty);
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45 static unsigned int get_shader_program(const char *vfile, const char *pfile);
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46
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47 unsigned int prog, prog_simple, prog_tunnel, prog_text, prog_color, prog_ui, prog_font;
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48 unsigned int tex, tex_stones, tex_normal, tex_text;
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nuclear@7
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49 struct dtx_font *font;
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50
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51 int view_xsz, view_ysz;
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nuclear@13
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52 float view_aspect;
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nuclear@2
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53
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nuclear@20
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54 static int paused;
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nuclear@20
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55 static long sys_msec, time_offset, time_msec, last_pause;
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nuclear@20
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56
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57 int stereo = 0;
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58 int use_bump = 0;
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nuclear@6
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59 int show_opt = 1;
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60
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61 /* construction parameters */
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62 int sides = 24;
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63 int segm = 20;
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64 float tunnel_speed = 0.75;
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65 float ring_height = 0.5;
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66 float text_period = 13.0;
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67 float text_speed = 2.2;
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68
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nuclear@18
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69 float split = 0.4725;
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70
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nuclear@2
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71 int init(void)
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72 {
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73 add_resource_path("sdr");
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74 add_resource_path("data");
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75
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76 if(!(prog_simple = get_shader_program("test.v.glsl", "test.p.glsl"))) {
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77 return -1;
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78 }
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79 if(!(prog_tunnel = get_shader_program("tunnel.v.glsl", "tunnel.p.glsl"))) {
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80 return -1;
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81 }
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82 if(!(prog_text = get_shader_program("text.v.glsl", "text.p.glsl"))) {
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83 return -1;
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84 }
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85 if(!(prog_color = get_shader_program("color.v.glsl", "color.p.glsl"))) {
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86 return -1;
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87 }
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nuclear@6
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88 if(!(prog_ui = get_shader_program("ui.v.glsl", "ui.p.glsl"))) {
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89 return -1;
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90 }
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nuclear@7
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91 if(!(prog_font = get_shader_program("ui.v.glsl", "font.p.glsl"))) {
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92 return -1;
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93 }
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94
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95 if(!(tex = load_texture(find_resource("tiles.jpg", 0, 0)))) {
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96 return -1;
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97 }
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98 if(!(tex_stones = load_texture(find_resource("stonewall.jpg", 0, 0)))) {
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99 return -1;
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100 }
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101 if(!(tex_normal = load_texture(find_resource("stonewall_normal.jpg", 0, 0)))) {
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102 return -1;
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103 }
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104 if(!(tex_text = load_texture(find_resource("text.png", 0, 0)))) {
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105 return -1;
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106 }
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107
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108 if(!(font = dtx_open_font_glyphmap(find_resource("droidsans_s24.glyphmap", 0, 0)))) {
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109 fprintf(stderr, "failed to load font\n");
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110 return -1;
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111 }
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112 dtx_vertex_attribs(get_attrib_loc(prog_ui, "attr_vertex"), get_attrib_loc(prog_ui, "attr_texcoord"));
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113
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114 glEnable(GL_DEPTH_TEST);
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115 glEnable(GL_CULL_FACE);
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116
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nuclear@6
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117 if(ui_init() == -1) {
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118 return -1;
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119 }
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nuclear@15
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120 if(show_opt) {
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121 ui_show();
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122 }
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nuclear@6
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123
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124 cam_fov(42.5);
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125 cam_clip(0.5, 250.0);
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126
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127 return 0;
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128 }
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129
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nuclear@2
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130 void cleanup(void)
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131 {
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132 ui_shutdown();
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133 free_program(prog_simple);
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134 free_program(prog_tunnel);
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135 free_program(prog_color);
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136 free_program(prog_ui);
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137 free_program(prog_font);
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138 dtx_close_font(font);
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nuclear@2
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139 }
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nuclear@2
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140
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nuclear@2
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141 void redraw(void)
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nuclear@2
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142 {
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nuclear@2
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143 float pan_x, pan_y, z;
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nuclear@20
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144 sys_msec = get_time_msec();
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nuclear@20
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145 time_msec = (paused ? last_pause : sys_msec) + time_offset;
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146 double tsec = time_msec / 1000.0;
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147
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148 z = ring_height * segm;
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149 worm(tsec, z, &pan_x, &pan_y);
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150
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151 if(use_bump) {
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152 glClearColor(0.01, 0.01, 0.01, 1.0);
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153 tunnel_speed = 0.5;
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154 } else {
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155 glClearColor(0.6, 0.6, 0.6, 1.0);
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156 tunnel_speed = 0.75;
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nuclear@2
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157 }
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nuclear@2
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158 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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159
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160 if(stereo) {
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161 int split_pt = (int)((float)view_xsz * split);
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162
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163 /* left eye */
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164 glViewport(0, 0, split_pt, view_ysz);
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165 cam_aspect((float)split_pt / (float)view_ysz);
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166
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167 gl_matrix_mode(GL_PROJECTION);
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168 gl_load_identity();
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nuclear@17
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169 cam_stereo_proj_matrix(CAM_LEFT);
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nuclear@17
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170 //gl_rotatef(-90, 0, 0, 1);
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nuclear@17
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171
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nuclear@17
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172 gl_matrix_mode(GL_MODELVIEW);
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nuclear@17
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173 gl_load_identity();
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nuclear@17
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174 cam_stereo_view_matrix(CAM_LEFT);
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nuclear@17
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175 gl_translatef(-pan_x, -pan_y, -1.1 * ring_height * segm);
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nuclear@17
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176
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nuclear@17
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177 render(tsec);
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178
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179 /* right eye */
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180 glViewport(split_pt, 0, view_xsz - split_pt, view_ysz);
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181 cam_aspect((float)(view_xsz - split_pt) / (float)view_ysz);
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182
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183 gl_matrix_mode(GL_PROJECTION);
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184 gl_load_identity();
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185 cam_stereo_proj_matrix(CAM_RIGHT);
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186 //gl_rotatef(-90, 0, 0, 1);
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187
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188 gl_matrix_mode(GL_MODELVIEW);
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189 gl_load_identity();
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190 cam_stereo_view_matrix(CAM_RIGHT);
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nuclear@2
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191 gl_translatef(-pan_x, -pan_y, -1.1 * ring_height * segm);
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192
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193 render(tsec);
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194 } else {
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195 glViewport(0, 0, view_xsz, view_ysz);
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196 cam_aspect((float)view_xsz / (float)view_ysz);
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197
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198 gl_matrix_mode(GL_PROJECTION);
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199 gl_load_identity();
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200 //gl_rotatef(-90, 0, 0, 1);
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201 cam_proj_matrix();
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202
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203 gl_matrix_mode(GL_MODELVIEW);
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204 gl_load_identity();
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nuclear@2
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205 cam_view_matrix();
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nuclear@2
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206 gl_translatef(-pan_x, -pan_y, -1.1 * ring_height * segm);
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207
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208 render(tsec);
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209 }
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210
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nuclear@15
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211 #ifndef STEREO_GUI
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nuclear@15
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212 if(ui_visible()) {
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213 glViewport(0, 0, view_xsz, view_ysz);
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nuclear@15
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214 ui_draw();
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nuclear@15
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215 }
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nuclear@15
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216 #endif
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217
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218 assert(glGetError() == GL_NO_ERROR);
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219 }
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220
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nuclear@2
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221 static void render(float t)
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222 {
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nuclear@2
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223 int i;
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nuclear@2
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224 float text_line;
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nuclear@2
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225
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226 draw_tunnel(t);
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227
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228 if(use_bump) {
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nuclear@2
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229 glDepthMask(0);
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230 text_line = floor((text_speed * t) / text_period);
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nuclear@2
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231 for(i=0; i<8; i++) {
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nuclear@2
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232 vec3_t tpos = calc_text_pos(t - (float)i * 0.011);
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233 draw_text(text_line, tpos, 1.5 / (float)i);
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nuclear@2
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234 }
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nuclear@2
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235 glDepthMask(1);
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nuclear@2
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236 }
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nuclear@6
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237
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nuclear@15
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238 #ifdef STEREO_GUI
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nuclear@15
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239 if(ui_visible()) {
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nuclear@15
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240 ui_reshape(stereo ? view_xsz / 2.0 : view_xsz, view_ysz);
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nuclear@6
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241 ui_draw();
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nuclear@6
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242 }
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nuclear@15
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243 #endif
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nuclear@2
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244 }
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nuclear@2
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245
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nuclear@2
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246 static void draw_tunnel(float t)
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nuclear@2
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247 {
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nuclear@2
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248 static const float uoffs[] = {0.0, 0.0, 1.0, 1.0};
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nuclear@2
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249 static const float voffs[] = {0.0, 1.0, 1.0, 0.0};
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nuclear@2
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250 int i, j, k, tang_loc = -1;
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nuclear@2
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251 float du, dv;
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nuclear@2
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252
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nuclear@2
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253 prog = use_bump ? prog_tunnel : prog_simple;
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nuclear@2
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254
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nuclear@2
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255 bind_program(prog);
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nuclear@2
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256 set_uniform_float(prog, "t", t);
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nuclear@2
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257
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nuclear@2
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258 if(use_bump) {
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nuclear@2
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259 vec3_t ltpos = calc_text_pos(t);
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nuclear@2
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260
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nuclear@2
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261 bind_texture(tex_normal, 1);
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nuclear@2
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262 set_uniform_int(prog, "tex_norm", 1);
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nuclear@2
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263 bind_texture(tex_stones, 0);
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nuclear@2
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264 set_uniform_int(prog, "tex", 0);
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nuclear@2
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265
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nuclear@2
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266 set_uniform_float4(prog, "light_pos", ltpos.x, ltpos.y, ltpos.z, 1.0);
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nuclear@2
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267 tang_loc = get_attrib_loc(prog, "attr_tangent");
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nuclear@2
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268 } else {
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nuclear@2
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269 bind_texture(tex, 0);
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nuclear@2
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270 set_uniform_int(prog, "tex", 0);
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nuclear@2
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271 }
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nuclear@2
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272
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nuclear@2
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273 gl_matrix_mode(GL_TEXTURE);
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nuclear@2
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274 gl_load_identity();
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nuclear@2
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275 gl_translatef(0, -fmod(t * tunnel_speed, 1.0), 0);
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nuclear@2
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276
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nuclear@2
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277 gl_begin(GL_QUADS);
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nuclear@2
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278 gl_color3f(1.0, 1.0, 1.0);
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nuclear@2
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279
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nuclear@2
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280 du = 1.0 / sides;
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nuclear@2
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281 dv = 1.0 / segm;
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nuclear@2
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282
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nuclear@2
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283 for(i=0; i<segm; i++) {
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nuclear@2
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284 float trans_zp[2], trans_z0[2], trans_z1[2];
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nuclear@2
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285
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nuclear@2
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286 float zp = ring_height * (i - 1);
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nuclear@2
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287 float z0 = ring_height * i;
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nuclear@2
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288 float z1 = ring_height * (i + 1);
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nuclear@2
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289
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nuclear@2
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290 worm(t, zp, trans_zp, trans_zp + 1);
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nuclear@2
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291 worm(t, z0, trans_z0, trans_z0 + 1);
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nuclear@2
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292 worm(t, z1, trans_z1, trans_z1 + 1);
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nuclear@2
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293
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nuclear@2
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294 for(j=0; j<sides; j++) {
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nuclear@2
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295 for(k=0; k<4; k++) {
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nuclear@2
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296 float u = (j + uoffs[k]) * du;
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nuclear@2
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297 float v = (i + voffs[k]) * dv;
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nuclear@2
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298
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nuclear@2
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299 tunnel_vertex(u, v, du, dv, tang_loc, t);
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nuclear@2
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300 }
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nuclear@2
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301 }
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nuclear@2
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302 }
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nuclear@2
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303 gl_end();
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nuclear@2
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304
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nuclear@2
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305 bind_texture(0, 1);
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nuclear@2
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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)
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nuclear@2
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310 {
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nuclear@2
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311 vec3_t pos, norm;
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nuclear@2
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312 vec3_t dfdu, dfdv, pos_du, pos_dv;
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nuclear@2
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313
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nuclear@2
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314 float theta = 2.0 * M_PI * u;
|
nuclear@2
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315 float theta1 = 2.0 * M_PI * (u + du);
|
nuclear@2
|
316
|
nuclear@2
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317 float x = cos(theta);
|
nuclear@2
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318 float y = sin(theta);
|
nuclear@2
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319 float x1 = cos(theta1);
|
nuclear@2
|
320 float y1 = sin(theta1);
|
nuclear@2
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321 float z = v / dv * ring_height;
|
nuclear@2
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322 float z1 = (v + dv) / dv * ring_height;
|
nuclear@2
|
323
|
nuclear@2
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324 float trans_z[2], trans_z1[2];
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nuclear@2
|
325
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nuclear@2
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326 worm(t, z, trans_z, trans_z + 1);
|
nuclear@2
|
327 worm(t, z1, trans_z1, trans_z1 + 1);
|
nuclear@2
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328
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nuclear@2
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329 pos = v3_cons(x + trans_z[0], y + trans_z[1], z);
|
nuclear@2
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330 pos_du = v3_cons(x1 + trans_z[0], y1 + trans_z[1], z);
|
nuclear@2
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331 pos_dv = v3_cons(x + trans_z1[0], y + trans_z1[1], z1);
|
nuclear@2
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332
|
nuclear@2
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333 dfdu = v3_sub(pos_du, pos);
|
nuclear@2
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334 dfdv = v3_sub(pos_dv, pos);
|
nuclear@2
|
335 norm = v3_cross(dfdv, dfdu);
|
nuclear@2
|
336
|
nuclear@4
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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 }
|