istereo2

annotate src/istereo.c @ 6:3bccfc7d10fe

goatkit is drawing
author John Tsiombikas <nuclear@member.fsf.org>
date Wed, 23 Sep 2015 05:44:58 +0300
parents d4fed8aac9a6
children a3c4fcc9f8f3
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@2 34
nuclear@2 35 static void render(float t);
nuclear@2 36 static void draw_tunnel(float t);
nuclear@2 37 static void tunnel_vertex(float u, float v, float du, float dv, int tang_loc, float t);
nuclear@2 38 static vec3_t calc_text_pos(float sec);
nuclear@2 39 static void draw_text(float idx, vec3_t tpos, float alpha);
nuclear@2 40 static void worm(float t, float z, float *tx, float *ty);
nuclear@2 41 static unsigned int get_shader_program(const char *vfile, const char *pfile);
nuclear@2 42 static float get_sec(void);
nuclear@2 43
nuclear@6 44 unsigned int prog, prog_simple, prog_tunnel, prog_text, prog_color, prog_ui;
nuclear@2 45 unsigned int tex, tex_stones, tex_normal, tex_text;
nuclear@2 46
nuclear@2 47 int view_xsz, view_ysz;
nuclear@2 48
nuclear@2 49 int stereo = 0;
nuclear@2 50 int use_bump = 0;
nuclear@6 51 int show_opt = 1;
nuclear@2 52
nuclear@2 53 /* construction parameters */
nuclear@2 54 int sides = 24;
nuclear@2 55 int segm = 20;
nuclear@2 56 float tunnel_speed = 0.75;
nuclear@2 57 float ring_height = 0.5;
nuclear@2 58 float text_period = 13.0;
nuclear@2 59 float text_speed = 2.2;
nuclear@2 60
nuclear@2 61 float split = 0.5275;
nuclear@2 62
nuclear@2 63 int init(void)
nuclear@2 64 {
nuclear@2 65 add_resource_path("sdr");
nuclear@2 66 add_resource_path("data");
nuclear@2 67
nuclear@2 68 if(!(prog_simple = get_shader_program("test.v.glsl", "test.p.glsl"))) {
nuclear@2 69 return -1;
nuclear@2 70 }
nuclear@2 71 if(!(prog_tunnel = get_shader_program("tunnel.v.glsl", "tunnel.p.glsl"))) {
nuclear@2 72 return -1;
nuclear@2 73 }
nuclear@2 74 if(!(prog_text = get_shader_program("text.v.glsl", "text.p.glsl"))) {
nuclear@2 75 return -1;
nuclear@2 76 }
nuclear@6 77 if(!(prog_color = get_shader_program("color.v.glsl", "color.p.glsl"))) {
nuclear@6 78 return -1;
nuclear@6 79 }
nuclear@6 80 if(!(prog_ui = get_shader_program("ui.v.glsl", "ui.p.glsl"))) {
nuclear@6 81 return -1;
nuclear@6 82 }
nuclear@2 83
nuclear@2 84 if(!(tex = load_texture(find_resource("tiles.jpg", 0, 0)))) {
nuclear@2 85 return -1;
nuclear@2 86 }
nuclear@2 87 if(!(tex_stones = load_texture(find_resource("stonewall.jpg", 0, 0)))) {
nuclear@2 88 return -1;
nuclear@2 89 }
nuclear@2 90 if(!(tex_normal = load_texture(find_resource("stonewall_normal.jpg", 0, 0)))) {
nuclear@2 91 return -1;
nuclear@2 92 }
nuclear@2 93 if(!(tex_text = load_texture(find_resource("text.png", 0, 0)))) {
nuclear@2 94 return -1;
nuclear@2 95 }
nuclear@2 96
nuclear@2 97 glEnable(GL_DEPTH_TEST);
nuclear@2 98 glEnable(GL_CULL_FACE);
nuclear@2 99
nuclear@6 100 if(ui_init() == -1) {
nuclear@6 101 return -1;
nuclear@6 102 }
nuclear@6 103
nuclear@2 104 cam_fov(42.5);
nuclear@2 105 cam_clip(0.5, 250.0);
nuclear@2 106
nuclear@2 107 return 0;
nuclear@2 108 }
nuclear@2 109
nuclear@2 110 void cleanup(void)
nuclear@2 111 {
nuclear@6 112 ui_shutdown();
nuclear@6 113 free_program(prog_simple);
nuclear@6 114 free_program(prog_tunnel);
nuclear@6 115 free_program(prog_color);
nuclear@6 116 free_program(prog_ui);
nuclear@2 117 }
nuclear@2 118
nuclear@2 119 void redraw(void)
nuclear@2 120 {
nuclear@2 121 float pan_x, pan_y, z;
nuclear@2 122 float tsec = get_sec();
nuclear@2 123
nuclear@2 124 z = ring_height * segm;
nuclear@2 125 worm(tsec, z, &pan_x, &pan_y);
nuclear@2 126
nuclear@2 127 if(use_bump) {
nuclear@2 128 glClearColor(0.01, 0.01, 0.01, 1.0);
nuclear@2 129 tunnel_speed = 0.5;
nuclear@2 130 } else {
nuclear@2 131 glClearColor(0.6, 0.6, 0.6, 1.0);
nuclear@2 132 tunnel_speed = 0.75;
nuclear@2 133 }
nuclear@2 134 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
nuclear@2 135
nuclear@2 136 if(stereo) {
nuclear@4 137 int split_pt = (int)((float)view_xsz * split);
nuclear@2 138
nuclear@2 139 /* right eye */
nuclear@4 140 glViewport(0, 0, split_pt, view_ysz);
nuclear@4 141 cam_aspect((float)split_pt / (float)view_ysz);
nuclear@2 142
nuclear@2 143 gl_matrix_mode(GL_PROJECTION);
nuclear@2 144 gl_load_identity();
nuclear@2 145 cam_stereo_proj_matrix(CAM_RIGHT);
nuclear@4 146 //gl_rotatef(-90, 0, 0, 1);
nuclear@2 147
nuclear@2 148 gl_matrix_mode(GL_MODELVIEW);
nuclear@2 149 gl_load_identity();
nuclear@2 150 cam_stereo_view_matrix(CAM_RIGHT);
nuclear@2 151 gl_translatef(-pan_x, -pan_y, -1.1 * ring_height * segm);
nuclear@2 152
nuclear@2 153 render(tsec);
nuclear@2 154
nuclear@2 155 /* left eye */
nuclear@4 156 glViewport(split_pt, 0, view_xsz - split_pt, view_ysz);
nuclear@4 157 cam_aspect((float)(view_xsz - split_pt) / (float)view_ysz);
nuclear@2 158
nuclear@2 159 gl_matrix_mode(GL_PROJECTION);
nuclear@2 160 gl_load_identity();
nuclear@2 161 cam_stereo_proj_matrix(CAM_LEFT);
nuclear@4 162 //gl_rotatef(-90, 0, 0, 1);
nuclear@2 163
nuclear@2 164 gl_matrix_mode(GL_MODELVIEW);
nuclear@2 165 gl_load_identity();
nuclear@2 166 cam_stereo_view_matrix(CAM_LEFT);
nuclear@2 167 gl_translatef(-pan_x, -pan_y, -1.1 * ring_height * segm);
nuclear@2 168
nuclear@2 169 render(tsec);
nuclear@2 170 } else {
nuclear@2 171 glViewport(0, 0, view_xsz, view_ysz);
nuclear@2 172 cam_aspect((float)view_xsz / (float)view_ysz);
nuclear@2 173
nuclear@2 174 gl_matrix_mode(GL_PROJECTION);
nuclear@2 175 gl_load_identity();
nuclear@4 176 //gl_rotatef(-90, 0, 0, 1);
nuclear@2 177 cam_proj_matrix();
nuclear@2 178
nuclear@2 179 gl_matrix_mode(GL_MODELVIEW);
nuclear@2 180 gl_load_identity();
nuclear@2 181 cam_view_matrix();
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 }
nuclear@2 186
nuclear@2 187 assert(glGetError() == GL_NO_ERROR);
nuclear@2 188 }
nuclear@2 189
nuclear@2 190 static void render(float t)
nuclear@2 191 {
nuclear@2 192 int i;
nuclear@2 193 float text_line;
nuclear@2 194
nuclear@2 195 draw_tunnel(t);
nuclear@2 196
nuclear@2 197 if(use_bump) {
nuclear@2 198 glDepthMask(0);
nuclear@2 199 text_line = floor((text_speed * t) / text_period);
nuclear@2 200 for(i=0; i<8; i++) {
nuclear@2 201 vec3_t tpos = calc_text_pos(t - (float)i * 0.011);
nuclear@2 202 draw_text(text_line, tpos, 1.5 / (float)i);
nuclear@2 203 }
nuclear@2 204 glDepthMask(1);
nuclear@2 205 }
nuclear@6 206
nuclear@6 207 if(show_opt) {
nuclear@6 208 ui_draw();
nuclear@6 209 }
nuclear@2 210 }
nuclear@2 211
nuclear@2 212 static void draw_tunnel(float t)
nuclear@2 213 {
nuclear@2 214 static const float uoffs[] = {0.0, 0.0, 1.0, 1.0};
nuclear@2 215 static const float voffs[] = {0.0, 1.0, 1.0, 0.0};
nuclear@2 216 int i, j, k, tang_loc = -1;
nuclear@2 217 float du, dv;
nuclear@2 218
nuclear@2 219 prog = use_bump ? prog_tunnel : prog_simple;
nuclear@2 220
nuclear@2 221 bind_program(prog);
nuclear@2 222 set_uniform_float(prog, "t", t);
nuclear@2 223
nuclear@2 224 if(use_bump) {
nuclear@2 225 vec3_t ltpos = calc_text_pos(t);
nuclear@2 226
nuclear@2 227 bind_texture(tex_normal, 1);
nuclear@2 228 set_uniform_int(prog, "tex_norm", 1);
nuclear@2 229 bind_texture(tex_stones, 0);
nuclear@2 230 set_uniform_int(prog, "tex", 0);
nuclear@2 231
nuclear@2 232 set_uniform_float4(prog, "light_pos", ltpos.x, ltpos.y, ltpos.z, 1.0);
nuclear@2 233 tang_loc = get_attrib_loc(prog, "attr_tangent");
nuclear@2 234 } else {
nuclear@2 235 bind_texture(tex, 0);
nuclear@2 236 set_uniform_int(prog, "tex", 0);
nuclear@2 237 }
nuclear@2 238
nuclear@2 239 gl_matrix_mode(GL_TEXTURE);
nuclear@2 240 gl_load_identity();
nuclear@2 241 gl_translatef(0, -fmod(t * tunnel_speed, 1.0), 0);
nuclear@2 242
nuclear@2 243 gl_begin(GL_QUADS);
nuclear@2 244 gl_color3f(1.0, 1.0, 1.0);
nuclear@2 245
nuclear@2 246 du = 1.0 / sides;
nuclear@2 247 dv = 1.0 / segm;
nuclear@2 248
nuclear@2 249 for(i=0; i<segm; i++) {
nuclear@2 250 float trans_zp[2], trans_z0[2], trans_z1[2];
nuclear@2 251
nuclear@2 252 float zp = ring_height * (i - 1);
nuclear@2 253 float z0 = ring_height * i;
nuclear@2 254 float z1 = ring_height * (i + 1);
nuclear@2 255
nuclear@2 256 worm(t, zp, trans_zp, trans_zp + 1);
nuclear@2 257 worm(t, z0, trans_z0, trans_z0 + 1);
nuclear@2 258 worm(t, z1, trans_z1, trans_z1 + 1);
nuclear@2 259
nuclear@2 260 for(j=0; j<sides; j++) {
nuclear@2 261 for(k=0; k<4; k++) {
nuclear@2 262 float u = (j + uoffs[k]) * du;
nuclear@2 263 float v = (i + voffs[k]) * dv;
nuclear@2 264
nuclear@2 265 tunnel_vertex(u, v, du, dv, tang_loc, t);
nuclear@2 266 }
nuclear@2 267 }
nuclear@2 268 }
nuclear@2 269 gl_end();
nuclear@2 270
nuclear@2 271 bind_texture(0, 1);
nuclear@2 272 bind_texture(0, 0);
nuclear@2 273 }
nuclear@2 274
nuclear@2 275 static void tunnel_vertex(float u, float v, float du, float dv, int tang_loc, float t)
nuclear@2 276 {
nuclear@2 277 vec3_t pos, norm;
nuclear@2 278 vec3_t dfdu, dfdv, pos_du, pos_dv;
nuclear@2 279
nuclear@2 280 float theta = 2.0 * M_PI * u;
nuclear@2 281 float theta1 = 2.0 * M_PI * (u + du);
nuclear@2 282
nuclear@2 283 float x = cos(theta);
nuclear@2 284 float y = sin(theta);
nuclear@2 285 float x1 = cos(theta1);
nuclear@2 286 float y1 = sin(theta1);
nuclear@2 287 float z = v / dv * ring_height;
nuclear@2 288 float z1 = (v + dv) / dv * ring_height;
nuclear@2 289
nuclear@2 290 float trans_z[2], trans_z1[2];
nuclear@2 291
nuclear@2 292 worm(t, z, trans_z, trans_z + 1);
nuclear@2 293 worm(t, z1, trans_z1, trans_z1 + 1);
nuclear@2 294
nuclear@2 295 pos = v3_cons(x + trans_z[0], y + trans_z[1], z);
nuclear@2 296 pos_du = v3_cons(x1 + trans_z[0], y1 + trans_z[1], z);
nuclear@2 297 pos_dv = v3_cons(x + trans_z1[0], y + trans_z1[1], z1);
nuclear@2 298
nuclear@2 299 dfdu = v3_sub(pos_du, pos);
nuclear@2 300 dfdv = v3_sub(pos_dv, pos);
nuclear@2 301 norm = v3_cross(dfdv, dfdu);
nuclear@2 302
nuclear@4 303 gl_vertex_attrib3f(tang_loc, dfdu.x, -dfdu.y, dfdu.z);
nuclear@2 304 gl_normal3f(norm.x, norm.y, norm.z);
nuclear@2 305 gl_texcoord2f(u * 2.0, v * 4.0);
nuclear@2 306 gl_vertex3f(pos.x, pos.y, pos.z);
nuclear@2 307 }
nuclear@2 308
nuclear@2 309 static vec3_t calc_text_pos(float sec)
nuclear@2 310 {
nuclear@2 311 float t = text_speed * sec;
nuclear@2 312 float z = fmod(t, text_period);
nuclear@2 313 float pan[2];
nuclear@2 314
nuclear@2 315 worm(sec, z, pan, pan + 1);
nuclear@2 316 return v3_cons(pan[0], pan[1], z + ring_height);
nuclear@2 317 }
nuclear@2 318
nuclear@2 319 static void draw_text(float idx, vec3_t tpos, float alpha)
nuclear@2 320 {
nuclear@2 321 gl_matrix_mode(GL_MODELVIEW);
nuclear@2 322 gl_push_matrix();
nuclear@2 323 gl_translatef(tpos.x, tpos.y, tpos.z);
nuclear@2 324
nuclear@2 325 glEnable(GL_BLEND);
nuclear@2 326 glBlendFunc(GL_SRC_ALPHA, GL_ONE);
nuclear@2 327
nuclear@2 328 bind_program(prog_text);
nuclear@2 329 set_uniform_float(prog_text, "idx", idx);
nuclear@2 330
nuclear@2 331 bind_texture(tex_text, 0);
nuclear@2 332
nuclear@2 333 gl_begin(GL_QUADS);
nuclear@2 334 gl_color4f(1.0, 1.0, 1.0, alpha > 1.0 ? 1.0 : alpha);
nuclear@2 335
nuclear@2 336 gl_texcoord2f(0, 1);
nuclear@2 337 gl_vertex3f(-1, -0.2, 0);
nuclear@2 338
nuclear@2 339 gl_texcoord2f(1, 1);
nuclear@2 340 gl_vertex3f(1, -0.2, 0);
nuclear@2 341
nuclear@2 342 gl_texcoord2f(1, 0);
nuclear@2 343 gl_vertex3f(1, 0.2, 0);
nuclear@2 344
nuclear@2 345 gl_texcoord2f(0, 0);
nuclear@2 346 gl_vertex3f(-1, 0.2, 0);
nuclear@2 347 gl_end();
nuclear@2 348
nuclear@2 349 bind_texture(0, 0);
nuclear@2 350 glDisable(GL_BLEND);
nuclear@2 351
nuclear@2 352 gl_pop_matrix();
nuclear@2 353 }
nuclear@2 354
nuclear@2 355
nuclear@2 356 static void worm(float t, float z, float *tx, float *ty)
nuclear@2 357 {
nuclear@2 358 float x, y;
nuclear@2 359 x = sin(t) + cos(t + z) + sin(t * 2.0 + z) / 2.0;
nuclear@2 360 y = cos(t) + sin(t + z) + cos(t * 2.0 + z) / 2.0;
nuclear@2 361
nuclear@2 362 *tx = x * 0.5;
nuclear@2 363 *ty = y * 0.5;
nuclear@2 364 }
nuclear@2 365
nuclear@2 366
nuclear@2 367 void reshape(int x, int y)
nuclear@2 368 {
nuclear@2 369 glViewport(0, 0, x, y);
nuclear@2 370
nuclear@4 371 float aspect = (float)x / (float)y;
nuclear@4 372 float maxfov = 40.0;
nuclear@4 373 float vfov = aspect > 1.0 ? maxfov / aspect : maxfov;
nuclear@4 374
nuclear@4 375 cam_fov(vfov);
nuclear@4 376
nuclear@2 377 gl_matrix_mode(GL_PROJECTION);
nuclear@2 378 gl_load_identity();
nuclear@4 379 glu_perspective(vfov, aspect, 0.5, 500.0);
nuclear@2 380
nuclear@2 381 view_xsz = x;
nuclear@2 382 view_ysz = y;
nuclear@6 383
nuclear@6 384 ui_reshape(x, y);
nuclear@6 385 }
nuclear@6 386
nuclear@6 387 void mouse_button(int bn, int press, int x, int y)
nuclear@6 388 {
nuclear@6 389 if(show_opt) {
nuclear@6 390 ui_button(bn, press, x, y);
nuclear@6 391 }
nuclear@6 392 }
nuclear@6 393
nuclear@6 394 void mouse_motion(int x, int y)
nuclear@6 395 {
nuclear@6 396 if(show_opt) {
nuclear@6 397 ui_motion(x, y);
nuclear@6 398 }
nuclear@2 399 }
nuclear@2 400
nuclear@2 401 static unsigned int get_shader_program(const char *vfile, const char *pfile)
nuclear@2 402 {
nuclear@2 403 unsigned int prog, vs, ps;
nuclear@2 404
nuclear@2 405 if(!(vs = get_vertex_shader(find_resource(vfile, 0, 0)))) {
nuclear@2 406 return 0;
nuclear@2 407 }
nuclear@2 408 if(!(ps = get_pixel_shader(find_resource(pfile, 0, 0)))) {
nuclear@2 409 return 0;
nuclear@2 410 }
nuclear@2 411
nuclear@2 412 if(!(prog = create_program_link(vs, ps))) {
nuclear@2 413 return 0;
nuclear@2 414 }
nuclear@2 415 return prog;
nuclear@2 416 }
nuclear@2 417
nuclear@2 418
nuclear@2 419 #ifdef IPHONE
nuclear@2 420 #include <QuartzCore/QuartzCore.h>
nuclear@2 421
nuclear@2 422 static float get_sec(void)
nuclear@2 423 {
nuclear@2 424 static float first;
nuclear@2 425 static int init;
nuclear@2 426
nuclear@2 427 if(!init) {
nuclear@2 428 init = 1;
nuclear@2 429 first = CACurrentMediaTime();
nuclear@2 430 return 0.0f;
nuclear@2 431 }
nuclear@2 432 return CACurrentMediaTime() - first;
nuclear@2 433 }
nuclear@2 434
nuclear@2 435 #else
nuclear@2 436
nuclear@2 437 static float get_sec(void)
nuclear@2 438 {
nuclear@2 439 return (float)glutGet(GLUT_ELAPSED_TIME) / 1000.0f;
nuclear@2 440 }
nuclear@2 441 #endif