istereo2

annotate src/istereo.c @ 2:81d35769f546

added the tunnel effect source
author John Tsiombikas <nuclear@member.fsf.org>
date Sat, 19 Sep 2015 05:51:51 +0300
parents
children d4fed8aac9a6
rev   line source
nuclear@2 1 /*
nuclear@2 2 Stereoscopic tunnel for iOS.
nuclear@2 3 Copyright (C) 2011 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@2 33
nuclear@2 34 static void render(float t);
nuclear@2 35 static void draw_tunnel(float t);
nuclear@2 36 static void tunnel_vertex(float u, float v, float du, float dv, int tang_loc, float t);
nuclear@2 37 static vec3_t calc_text_pos(float sec);
nuclear@2 38 static void draw_text(float idx, vec3_t tpos, float alpha);
nuclear@2 39 static void worm(float t, float z, float *tx, float *ty);
nuclear@2 40 static unsigned int get_shader_program(const char *vfile, const char *pfile);
nuclear@2 41 static float get_sec(void);
nuclear@2 42
nuclear@2 43 unsigned int prog, prog_simple, prog_tunnel, prog_text;
nuclear@2 44 unsigned int tex, tex_stones, tex_normal, tex_text;
nuclear@2 45
nuclear@2 46 int view_xsz, view_ysz;
nuclear@2 47
nuclear@2 48 int stereo = 0;
nuclear@2 49 int use_bump = 0;
nuclear@2 50
nuclear@2 51 /* construction parameters */
nuclear@2 52 int sides = 24;
nuclear@2 53 int segm = 20;
nuclear@2 54 float tunnel_speed = 0.75;
nuclear@2 55 float ring_height = 0.5;
nuclear@2 56 float text_period = 13.0;
nuclear@2 57 float text_speed = 2.2;
nuclear@2 58
nuclear@2 59 float split = 0.5275;
nuclear@2 60
nuclear@2 61 int init(void)
nuclear@2 62 {
nuclear@2 63 add_resource_path("sdr");
nuclear@2 64 add_resource_path("data");
nuclear@2 65
nuclear@2 66 if(!(prog_simple = get_shader_program("test.v.glsl", "test.p.glsl"))) {
nuclear@2 67 return -1;
nuclear@2 68 }
nuclear@2 69 if(!(prog_tunnel = get_shader_program("tunnel.v.glsl", "tunnel.p.glsl"))) {
nuclear@2 70 return -1;
nuclear@2 71 }
nuclear@2 72 if(!(prog_text = get_shader_program("text.v.glsl", "text.p.glsl"))) {
nuclear@2 73 return -1;
nuclear@2 74 }
nuclear@2 75
nuclear@2 76 if(!(tex = load_texture(find_resource("tiles.jpg", 0, 0)))) {
nuclear@2 77 return -1;
nuclear@2 78 }
nuclear@2 79 if(!(tex_stones = load_texture(find_resource("stonewall.jpg", 0, 0)))) {
nuclear@2 80 return -1;
nuclear@2 81 }
nuclear@2 82 if(!(tex_normal = load_texture(find_resource("stonewall_normal.jpg", 0, 0)))) {
nuclear@2 83 return -1;
nuclear@2 84 }
nuclear@2 85 if(!(tex_text = load_texture(find_resource("text.png", 0, 0)))) {
nuclear@2 86 return -1;
nuclear@2 87 }
nuclear@2 88
nuclear@2 89 glEnable(GL_DEPTH_TEST);
nuclear@2 90 glEnable(GL_CULL_FACE);
nuclear@2 91
nuclear@2 92 cam_fov(42.5);
nuclear@2 93 cam_clip(0.5, 250.0);
nuclear@2 94
nuclear@2 95 return 0;
nuclear@2 96 }
nuclear@2 97
nuclear@2 98 void cleanup(void)
nuclear@2 99 {
nuclear@2 100 free_program(prog);
nuclear@2 101 }
nuclear@2 102
nuclear@2 103 void redraw(void)
nuclear@2 104 {
nuclear@2 105 float pan_x, pan_y, z;
nuclear@2 106 float tsec = get_sec();
nuclear@2 107
nuclear@2 108 z = ring_height * segm;
nuclear@2 109 worm(tsec, z, &pan_x, &pan_y);
nuclear@2 110
nuclear@2 111 if(use_bump) {
nuclear@2 112 glClearColor(0.01, 0.01, 0.01, 1.0);
nuclear@2 113 tunnel_speed = 0.5;
nuclear@2 114 } else {
nuclear@2 115 glClearColor(0.6, 0.6, 0.6, 1.0);
nuclear@2 116 tunnel_speed = 0.75;
nuclear@2 117 }
nuclear@2 118 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
nuclear@2 119
nuclear@2 120 if(stereo) {
nuclear@2 121 int split_pt = (int)((float)view_ysz * split);
nuclear@2 122
nuclear@2 123 /* right eye */
nuclear@2 124 glViewport(0, 0, view_xsz, split_pt);
nuclear@2 125 cam_aspect((float)split_pt / (float)view_xsz);
nuclear@2 126
nuclear@2 127 gl_matrix_mode(GL_PROJECTION);
nuclear@2 128 gl_load_identity();
nuclear@2 129 cam_stereo_proj_matrix(CAM_RIGHT);
nuclear@2 130 gl_rotatef(-90, 0, 0, 1);
nuclear@2 131
nuclear@2 132 gl_matrix_mode(GL_MODELVIEW);
nuclear@2 133 gl_load_identity();
nuclear@2 134 cam_stereo_view_matrix(CAM_RIGHT);
nuclear@2 135 gl_translatef(-pan_x, -pan_y, -1.1 * ring_height * segm);
nuclear@2 136
nuclear@2 137 render(tsec);
nuclear@2 138
nuclear@2 139 /* left eye */
nuclear@2 140 glViewport(0, split_pt, view_xsz, view_ysz - split_pt);
nuclear@2 141 cam_aspect((float)(view_ysz - split_pt) / (float)view_xsz);
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_LEFT);
nuclear@2 146 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_LEFT);
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 } else {
nuclear@2 155 glViewport(0, 0, view_xsz, view_ysz);
nuclear@2 156 cam_aspect((float)view_xsz / (float)view_ysz);
nuclear@2 157
nuclear@2 158 gl_matrix_mode(GL_PROJECTION);
nuclear@2 159 gl_load_identity();
nuclear@2 160 gl_rotatef(-90, 0, 0, 1);
nuclear@2 161 cam_proj_matrix();
nuclear@2 162
nuclear@2 163 gl_matrix_mode(GL_MODELVIEW);
nuclear@2 164 gl_load_identity();
nuclear@2 165 cam_view_matrix();
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
nuclear@2 171 assert(glGetError() == GL_NO_ERROR);
nuclear@2 172 }
nuclear@2 173
nuclear@2 174 static void render(float t)
nuclear@2 175 {
nuclear@2 176 int i;
nuclear@2 177 float text_line;
nuclear@2 178
nuclear@2 179 draw_tunnel(t);
nuclear@2 180
nuclear@2 181 if(use_bump) {
nuclear@2 182 glDepthMask(0);
nuclear@2 183 text_line = floor((text_speed * t) / text_period);
nuclear@2 184 for(i=0; i<8; i++) {
nuclear@2 185 vec3_t tpos = calc_text_pos(t - (float)i * 0.011);
nuclear@2 186 draw_text(text_line, tpos, 1.5 / (float)i);
nuclear@2 187 }
nuclear@2 188 glDepthMask(1);
nuclear@2 189 }
nuclear@2 190 }
nuclear@2 191
nuclear@2 192 static void draw_tunnel(float t)
nuclear@2 193 {
nuclear@2 194 static const float uoffs[] = {0.0, 0.0, 1.0, 1.0};
nuclear@2 195 static const float voffs[] = {0.0, 1.0, 1.0, 0.0};
nuclear@2 196 int i, j, k, tang_loc = -1;
nuclear@2 197 float du, dv;
nuclear@2 198
nuclear@2 199 prog = use_bump ? prog_tunnel : prog_simple;
nuclear@2 200
nuclear@2 201 bind_program(prog);
nuclear@2 202 set_uniform_float(prog, "t", t);
nuclear@2 203
nuclear@2 204 if(use_bump) {
nuclear@2 205 vec3_t ltpos = calc_text_pos(t);
nuclear@2 206
nuclear@2 207 bind_texture(tex_normal, 1);
nuclear@2 208 set_uniform_int(prog, "tex_norm", 1);
nuclear@2 209 bind_texture(tex_stones, 0);
nuclear@2 210 set_uniform_int(prog, "tex", 0);
nuclear@2 211
nuclear@2 212 set_uniform_float4(prog, "light_pos", ltpos.x, ltpos.y, ltpos.z, 1.0);
nuclear@2 213 tang_loc = get_attrib_loc(prog, "attr_tangent");
nuclear@2 214 } else {
nuclear@2 215 bind_texture(tex, 0);
nuclear@2 216 set_uniform_int(prog, "tex", 0);
nuclear@2 217 }
nuclear@2 218
nuclear@2 219 gl_matrix_mode(GL_TEXTURE);
nuclear@2 220 gl_load_identity();
nuclear@2 221 gl_translatef(0, -fmod(t * tunnel_speed, 1.0), 0);
nuclear@2 222
nuclear@2 223 gl_begin(GL_QUADS);
nuclear@2 224 gl_color3f(1.0, 1.0, 1.0);
nuclear@2 225
nuclear@2 226 du = 1.0 / sides;
nuclear@2 227 dv = 1.0 / segm;
nuclear@2 228
nuclear@2 229 for(i=0; i<segm; i++) {
nuclear@2 230 float trans_zp[2], trans_z0[2], trans_z1[2];
nuclear@2 231
nuclear@2 232 float zp = ring_height * (i - 1);
nuclear@2 233 float z0 = ring_height * i;
nuclear@2 234 float z1 = ring_height * (i + 1);
nuclear@2 235
nuclear@2 236 worm(t, zp, trans_zp, trans_zp + 1);
nuclear@2 237 worm(t, z0, trans_z0, trans_z0 + 1);
nuclear@2 238 worm(t, z1, trans_z1, trans_z1 + 1);
nuclear@2 239
nuclear@2 240 for(j=0; j<sides; j++) {
nuclear@2 241 for(k=0; k<4; k++) {
nuclear@2 242 float u = (j + uoffs[k]) * du;
nuclear@2 243 float v = (i + voffs[k]) * dv;
nuclear@2 244
nuclear@2 245 tunnel_vertex(u, v, du, dv, tang_loc, t);
nuclear@2 246 }
nuclear@2 247 }
nuclear@2 248 }
nuclear@2 249 gl_end();
nuclear@2 250
nuclear@2 251 bind_texture(0, 1);
nuclear@2 252 bind_texture(0, 0);
nuclear@2 253 }
nuclear@2 254
nuclear@2 255 static void tunnel_vertex(float u, float v, float du, float dv, int tang_loc, float t)
nuclear@2 256 {
nuclear@2 257 vec3_t pos, norm;
nuclear@2 258 vec3_t dfdu, dfdv, pos_du, pos_dv;
nuclear@2 259
nuclear@2 260 float theta = 2.0 * M_PI * u;
nuclear@2 261 float theta1 = 2.0 * M_PI * (u + du);
nuclear@2 262
nuclear@2 263 float x = cos(theta);
nuclear@2 264 float y = sin(theta);
nuclear@2 265 float x1 = cos(theta1);
nuclear@2 266 float y1 = sin(theta1);
nuclear@2 267 float z = v / dv * ring_height;
nuclear@2 268 float z1 = (v + dv) / dv * ring_height;
nuclear@2 269
nuclear@2 270 float trans_z[2], trans_z1[2];
nuclear@2 271
nuclear@2 272 worm(t, z, trans_z, trans_z + 1);
nuclear@2 273 worm(t, z1, trans_z1, trans_z1 + 1);
nuclear@2 274
nuclear@2 275 pos = v3_cons(x + trans_z[0], y + trans_z[1], z);
nuclear@2 276 pos_du = v3_cons(x1 + trans_z[0], y1 + trans_z[1], z);
nuclear@2 277 pos_dv = v3_cons(x + trans_z1[0], y + trans_z1[1], z1);
nuclear@2 278
nuclear@2 279 dfdu = v3_sub(pos_du, pos);
nuclear@2 280 dfdv = v3_sub(pos_dv, pos);
nuclear@2 281 norm = v3_cross(dfdv, dfdu);
nuclear@2 282
nuclear@2 283 gl_vertex_attrib3f(tang_loc, dfdu.x, dfdu.y, dfdu.z);
nuclear@2 284 gl_normal3f(norm.x, norm.y, norm.z);
nuclear@2 285 gl_texcoord2f(u * 2.0, v * 4.0);
nuclear@2 286 gl_vertex3f(pos.x, pos.y, pos.z);
nuclear@2 287 }
nuclear@2 288
nuclear@2 289 static vec3_t calc_text_pos(float sec)
nuclear@2 290 {
nuclear@2 291 float t = text_speed * sec;
nuclear@2 292 float z = fmod(t, text_period);
nuclear@2 293 float pan[2];
nuclear@2 294
nuclear@2 295 worm(sec, z, pan, pan + 1);
nuclear@2 296 return v3_cons(pan[0], pan[1], z + ring_height);
nuclear@2 297 }
nuclear@2 298
nuclear@2 299 static void draw_text(float idx, vec3_t tpos, float alpha)
nuclear@2 300 {
nuclear@2 301 gl_matrix_mode(GL_MODELVIEW);
nuclear@2 302 gl_push_matrix();
nuclear@2 303 gl_translatef(tpos.x, tpos.y, tpos.z);
nuclear@2 304
nuclear@2 305 glEnable(GL_BLEND);
nuclear@2 306 glBlendFunc(GL_SRC_ALPHA, GL_ONE);
nuclear@2 307
nuclear@2 308 bind_program(prog_text);
nuclear@2 309 set_uniform_float(prog_text, "idx", idx);
nuclear@2 310
nuclear@2 311 bind_texture(tex_text, 0);
nuclear@2 312
nuclear@2 313 gl_begin(GL_QUADS);
nuclear@2 314 gl_color4f(1.0, 1.0, 1.0, alpha > 1.0 ? 1.0 : alpha);
nuclear@2 315
nuclear@2 316 gl_texcoord2f(0, 1);
nuclear@2 317 gl_vertex3f(-1, -0.2, 0);
nuclear@2 318
nuclear@2 319 gl_texcoord2f(1, 1);
nuclear@2 320 gl_vertex3f(1, -0.2, 0);
nuclear@2 321
nuclear@2 322 gl_texcoord2f(1, 0);
nuclear@2 323 gl_vertex3f(1, 0.2, 0);
nuclear@2 324
nuclear@2 325 gl_texcoord2f(0, 0);
nuclear@2 326 gl_vertex3f(-1, 0.2, 0);
nuclear@2 327 gl_end();
nuclear@2 328
nuclear@2 329 bind_texture(0, 0);
nuclear@2 330 glDisable(GL_BLEND);
nuclear@2 331
nuclear@2 332 gl_pop_matrix();
nuclear@2 333 }
nuclear@2 334
nuclear@2 335
nuclear@2 336 static void worm(float t, float z, float *tx, float *ty)
nuclear@2 337 {
nuclear@2 338 float x, y;
nuclear@2 339 x = sin(t) + cos(t + z) + sin(t * 2.0 + z) / 2.0;
nuclear@2 340 y = cos(t) + sin(t + z) + cos(t * 2.0 + z) / 2.0;
nuclear@2 341
nuclear@2 342 *tx = x * 0.5;
nuclear@2 343 *ty = y * 0.5;
nuclear@2 344 }
nuclear@2 345
nuclear@2 346
nuclear@2 347 void reshape(int x, int y)
nuclear@2 348 {
nuclear@2 349 glViewport(0, 0, x, y);
nuclear@2 350
nuclear@2 351 gl_matrix_mode(GL_PROJECTION);
nuclear@2 352 gl_load_identity();
nuclear@2 353 glu_perspective(40.0, (float)x / (float)y, 0.5, 500.0);
nuclear@2 354
nuclear@2 355 view_xsz = x;
nuclear@2 356 view_ysz = y;
nuclear@2 357 }
nuclear@2 358
nuclear@2 359 static unsigned int get_shader_program(const char *vfile, const char *pfile)
nuclear@2 360 {
nuclear@2 361 unsigned int prog, vs, ps;
nuclear@2 362
nuclear@2 363 if(!(vs = get_vertex_shader(find_resource(vfile, 0, 0)))) {
nuclear@2 364 return 0;
nuclear@2 365 }
nuclear@2 366 if(!(ps = get_pixel_shader(find_resource(pfile, 0, 0)))) {
nuclear@2 367 return 0;
nuclear@2 368 }
nuclear@2 369
nuclear@2 370 if(!(prog = create_program_link(vs, ps))) {
nuclear@2 371 return 0;
nuclear@2 372 }
nuclear@2 373 return prog;
nuclear@2 374 }
nuclear@2 375
nuclear@2 376
nuclear@2 377 #ifdef IPHONE
nuclear@2 378 #include <QuartzCore/QuartzCore.h>
nuclear@2 379
nuclear@2 380 static float get_sec(void)
nuclear@2 381 {
nuclear@2 382 static float first;
nuclear@2 383 static int init;
nuclear@2 384
nuclear@2 385 if(!init) {
nuclear@2 386 init = 1;
nuclear@2 387 first = CACurrentMediaTime();
nuclear@2 388 return 0.0f;
nuclear@2 389 }
nuclear@2 390 return CACurrentMediaTime() - first;
nuclear@2 391 }
nuclear@2 392
nuclear@2 393 #else
nuclear@2 394
nuclear@2 395 static float get_sec(void)
nuclear@2 396 {
nuclear@2 397 return (float)glutGet(GLUT_ELAPSED_TIME) / 1000.0f;
nuclear@2 398 }
nuclear@2 399 #endif