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1 /*
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2 Stereoscopic tunnel for iOS.
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3 Copyright (C) 2011 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 #include <math.h>
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20 #include "opengl.h"
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21 #include "cam.h"
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22 #include "sanegl.h"
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23
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24 #define DEG_TO_RAD(x) (M_PI * (x) / 180.0)
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25
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26 typedef struct vec3 {
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27 float x, y, z;
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28 } vec3_t;
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29
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30 /* viewing parameters */
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31 #define DEF_THETA 0
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32 #define DEF_PHI 0
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33 #define DEF_DIST 0
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34 #define DEF_X 0
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35 #define DEF_Y 0
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36 #define DEF_Z 0
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37
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38 static float cam_theta = DEF_THETA, cam_phi = DEF_PHI;
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39 static float cam_dist = DEF_DIST;
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40 static vec3_t cam_pos = {DEF_X, DEF_Y, DEF_Z};
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41 static float cam_speed = 1.0;
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42
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43 /* projection parameters */
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44 #define DEF_VFOV 45.0
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45 #define DEF_ASPECT 1.3333333
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46 #define DEF_NEAR 1.0
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47 #define DEF_FAR 1000.0
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48
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49 static float vfov = DEF_VFOV;
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50 static float aspect = DEF_ASPECT;
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51 static float nearclip = DEF_NEAR, farclip = DEF_FAR;
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52
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53 /* stereo parameters */
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54 #define DEF_EYE_SEP 0.1
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55 #define DEF_FOCUS_DIST 1.0
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56
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57 static float eye_sep = DEF_EYE_SEP;
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58 static float focus_dist = DEF_FOCUS_DIST;
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59
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60
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61 static float rot_speed = 0.5;
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62 static float zoom_speed = 0.1;
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63
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64 void cam_reset(void)
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65 {
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66 cam_reset_view();
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67 cam_reset_proj();
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68 cam_reset_stereo();
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69 }
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70
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71 void cam_reset_view(void)
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72 {
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73 cam_theta = DEF_THETA;
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74 cam_phi = DEF_PHI;
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75 cam_dist = DEF_DIST;
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76 cam_pos.x = DEF_X;
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77 cam_pos.y = DEF_Y;
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78 cam_pos.z = DEF_Z;
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79 }
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80
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81 void cam_reset_proj(void)
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82 {
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83 vfov = DEF_VFOV;
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84 aspect = DEF_ASPECT;
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85 nearclip = DEF_NEAR;
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86 farclip = DEF_FAR;
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87 }
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88
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89 void cam_reset_stereo(void)
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90 {
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91 eye_sep = DEF_EYE_SEP;
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92 focus_dist = DEF_FOCUS_DIST;
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93 }
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94
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95 void cam_pan(int dx, int dy)
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96 {
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97 float dxf = dx * cam_speed;
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98 float dyf = dy * cam_speed;
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99 float angle = -DEG_TO_RAD(cam_theta);
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100
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101 cam_pos.x += cos(angle) * dxf + sin(angle) * dyf;
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102 cam_pos.z += -sin(angle) * dxf + cos(angle) * dyf;
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103 }
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104
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105 void cam_height(int dh)
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106 {
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107 cam_pos.y += dh * cam_speed;
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108 }
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109
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110 void cam_rotate(int dx, int dy)
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111 {
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112 cam_theta += dx * rot_speed;
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113 cam_phi += dy * rot_speed;
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114
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115 if(cam_phi < -90) cam_phi = -90;
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116 if(cam_phi > 90) cam_phi = 90;
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117 }
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118
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119 void cam_zoom(int dz)
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120 {
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121 cam_dist += dz * zoom_speed;
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122 if(cam_dist < 0.001) {
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123 cam_dist = 0.001;
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124 }
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125 }
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126
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127 void cam_clip(float n, float f)
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128 {
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129 nearclip = n;
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130 farclip = f;
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131 }
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132
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133 void cam_fov(float f)
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134 {
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135 vfov = f;
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136 }
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137
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138 void cam_aspect(float a)
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139 {
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140 aspect = a;
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141 }
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142
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143 void cam_separation(float s)
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144 {
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145 eye_sep = s;
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146 }
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147
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148 void cam_focus_dist(float d)
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149 {
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150 focus_dist = d;
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151
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152 cam_separation(d / 30.0);
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153 }
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154
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155 void cam_view_matrix(void)
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156 {
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157 cam_stereo_view_matrix(CAM_CENTER);
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158 }
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159
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160 void cam_stereo_view_matrix(int eye)
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161 {
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162 static const float offs_sign[] = {0.0f, 0.5f, -0.5f}; /* center, left, right */
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163 float offs = eye_sep * offs_sign[eye];
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164
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165 gl_translatef(offs, 0, 0);
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166
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167 gl_translatef(0, 0, -cam_dist);
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168 gl_rotatef(cam_phi, 1, 0, 0);
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169 gl_rotatef(cam_theta, 0, 1, 0);
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170 gl_translatef(-cam_pos.x, -cam_pos.y, -cam_pos.z);
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171 }
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172
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173 void cam_proj_matrix(void)
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174 {
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175 cam_stereo_proj_matrix(CAM_CENTER);
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176 }
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177
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178 void cam_stereo_proj_matrix(int eye)
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179 {
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180 float vfov_rad = M_PI * vfov / 180.0;
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181 float top = nearclip * tan(vfov_rad * 0.5);
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182 float right = top * aspect;
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183
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184 static const float offs_sign[] = {0.0f, 1.0, -1.0}; /* center, left, right */
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185 float frust_shift = offs_sign[eye] * (eye_sep * 0.5 * nearclip / focus_dist);
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186
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187 gl_frustum(-right + frust_shift, right + frust_shift, -top, top, nearclip, farclip);
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188 }
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