istereo2

annotate src/istereo.c @ 30:900651a2f401

foo
author John Tsiombikas <nuclear@member.fsf.org>
date Thu, 08 Oct 2015 06:54:18 +0300
parents c6971ff4795e
children 33ba8618972c
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@22 141 static int time_print_pending;
nuclear@22 142
nuclear@2 143 void redraw(void)
nuclear@2 144 {
nuclear@2 145 float pan_x, pan_y, z;
nuclear@20 146 sys_msec = get_time_msec();
nuclear@20 147 time_msec = (paused ? last_pause : sys_msec) + time_offset;
nuclear@20 148 double tsec = time_msec / 1000.0;
nuclear@2 149
nuclear@2 150 z = ring_height * segm;
nuclear@2 151 worm(tsec, z, &pan_x, &pan_y);
nuclear@2 152
nuclear@2 153 if(use_bump) {
nuclear@2 154 glClearColor(0.01, 0.01, 0.01, 1.0);
nuclear@2 155 tunnel_speed = 0.5;
nuclear@2 156 } else {
nuclear@2 157 glClearColor(0.6, 0.6, 0.6, 1.0);
nuclear@2 158 tunnel_speed = 0.75;
nuclear@2 159 }
nuclear@2 160 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
nuclear@2 161
nuclear@2 162 if(stereo) {
nuclear@4 163 int split_pt = (int)((float)view_xsz * split);
nuclear@2 164
nuclear@17 165 /* left eye */
nuclear@4 166 glViewport(0, 0, split_pt, view_ysz);
nuclear@4 167 cam_aspect((float)split_pt / (float)view_ysz);
nuclear@2 168
nuclear@2 169 gl_matrix_mode(GL_PROJECTION);
nuclear@2 170 gl_load_identity();
nuclear@17 171 cam_stereo_proj_matrix(CAM_LEFT);
nuclear@17 172 //gl_rotatef(-90, 0, 0, 1);
nuclear@17 173
nuclear@17 174 gl_matrix_mode(GL_MODELVIEW);
nuclear@17 175 gl_load_identity();
nuclear@17 176 cam_stereo_view_matrix(CAM_LEFT);
nuclear@17 177 gl_translatef(-pan_x, -pan_y, -1.1 * ring_height * segm);
nuclear@17 178
nuclear@17 179 render(tsec);
nuclear@17 180
nuclear@17 181 /* right eye */
nuclear@17 182 glViewport(split_pt, 0, view_xsz - split_pt, view_ysz);
nuclear@17 183 cam_aspect((float)(view_xsz - split_pt) / (float)view_ysz);
nuclear@17 184
nuclear@17 185 gl_matrix_mode(GL_PROJECTION);
nuclear@17 186 gl_load_identity();
nuclear@2 187 cam_stereo_proj_matrix(CAM_RIGHT);
nuclear@4 188 //gl_rotatef(-90, 0, 0, 1);
nuclear@2 189
nuclear@2 190 gl_matrix_mode(GL_MODELVIEW);
nuclear@2 191 gl_load_identity();
nuclear@2 192 cam_stereo_view_matrix(CAM_RIGHT);
nuclear@2 193 gl_translatef(-pan_x, -pan_y, -1.1 * ring_height * segm);
nuclear@2 194
nuclear@2 195 render(tsec);
nuclear@2 196 } else {
nuclear@2 197 glViewport(0, 0, view_xsz, view_ysz);
nuclear@2 198 cam_aspect((float)view_xsz / (float)view_ysz);
nuclear@2 199
nuclear@2 200 gl_matrix_mode(GL_PROJECTION);
nuclear@2 201 gl_load_identity();
nuclear@4 202 //gl_rotatef(-90, 0, 0, 1);
nuclear@2 203 cam_proj_matrix();
nuclear@2 204
nuclear@2 205 gl_matrix_mode(GL_MODELVIEW);
nuclear@2 206 gl_load_identity();
nuclear@2 207 cam_view_matrix();
nuclear@2 208 gl_translatef(-pan_x, -pan_y, -1.1 * ring_height * segm);
nuclear@2 209
nuclear@2 210 render(tsec);
nuclear@2 211 }
nuclear@2 212
nuclear@15 213 #ifndef STEREO_GUI
nuclear@15 214 if(ui_visible()) {
nuclear@15 215 glViewport(0, 0, view_xsz, view_ysz);
nuclear@15 216 ui_draw();
nuclear@15 217 }
nuclear@15 218 #endif
nuclear@7 219
nuclear@2 220 assert(glGetError() == GL_NO_ERROR);
nuclear@22 221
nuclear@22 222 if(time_print_pending) {
nuclear@22 223 printf("t: %lds %ldms\n", time_msec / 1000, time_msec % 1000);
nuclear@22 224 time_print_pending = 0;
nuclear@22 225 }
nuclear@2 226 }
nuclear@2 227
nuclear@2 228 static void render(float t)
nuclear@2 229 {
nuclear@2 230 int i;
nuclear@2 231 float text_line;
nuclear@2 232
nuclear@2 233 draw_tunnel(t);
nuclear@2 234
nuclear@2 235 if(use_bump) {
nuclear@2 236 glDepthMask(0);
nuclear@2 237 text_line = floor((text_speed * t) / text_period);
nuclear@2 238 for(i=0; i<8; i++) {
nuclear@2 239 vec3_t tpos = calc_text_pos(t - (float)i * 0.011);
nuclear@2 240 draw_text(text_line, tpos, 1.5 / (float)i);
nuclear@2 241 }
nuclear@2 242 glDepthMask(1);
nuclear@2 243 }
nuclear@6 244
nuclear@15 245 #ifdef STEREO_GUI
nuclear@15 246 if(ui_visible()) {
nuclear@15 247 ui_reshape(stereo ? view_xsz / 2.0 : view_xsz, view_ysz);
nuclear@6 248 ui_draw();
nuclear@6 249 }
nuclear@15 250 #endif
nuclear@2 251 }
nuclear@2 252
nuclear@2 253 static void draw_tunnel(float t)
nuclear@2 254 {
nuclear@2 255 static const float uoffs[] = {0.0, 0.0, 1.0, 1.0};
nuclear@2 256 static const float voffs[] = {0.0, 1.0, 1.0, 0.0};
nuclear@2 257 int i, j, k, tang_loc = -1;
nuclear@2 258 float du, dv;
nuclear@2 259
nuclear@2 260 prog = use_bump ? prog_tunnel : prog_simple;
nuclear@2 261
nuclear@2 262 bind_program(prog);
nuclear@2 263 set_uniform_float(prog, "t", t);
nuclear@2 264
nuclear@2 265 if(use_bump) {
nuclear@2 266 vec3_t ltpos = calc_text_pos(t);
nuclear@2 267
nuclear@2 268 bind_texture(tex_normal, 1);
nuclear@2 269 set_uniform_int(prog, "tex_norm", 1);
nuclear@2 270 bind_texture(tex_stones, 0);
nuclear@2 271 set_uniform_int(prog, "tex", 0);
nuclear@2 272
nuclear@2 273 set_uniform_float4(prog, "light_pos", ltpos.x, ltpos.y, ltpos.z, 1.0);
nuclear@2 274 tang_loc = get_attrib_loc(prog, "attr_tangent");
nuclear@2 275 } else {
nuclear@2 276 bind_texture(tex, 0);
nuclear@2 277 set_uniform_int(prog, "tex", 0);
nuclear@2 278 }
nuclear@2 279
nuclear@2 280 gl_matrix_mode(GL_TEXTURE);
nuclear@2 281 gl_load_identity();
nuclear@2 282 gl_translatef(0, -fmod(t * tunnel_speed, 1.0), 0);
nuclear@2 283
nuclear@2 284 gl_begin(GL_QUADS);
nuclear@2 285 gl_color3f(1.0, 1.0, 1.0);
nuclear@2 286
nuclear@2 287 du = 1.0 / sides;
nuclear@2 288 dv = 1.0 / segm;
nuclear@2 289
nuclear@2 290 for(i=0; i<segm; i++) {
nuclear@2 291 float trans_zp[2], trans_z0[2], trans_z1[2];
nuclear@2 292
nuclear@2 293 float zp = ring_height * (i - 1);
nuclear@2 294 float z0 = ring_height * i;
nuclear@2 295 float z1 = ring_height * (i + 1);
nuclear@2 296
nuclear@2 297 worm(t, zp, trans_zp, trans_zp + 1);
nuclear@2 298 worm(t, z0, trans_z0, trans_z0 + 1);
nuclear@2 299 worm(t, z1, trans_z1, trans_z1 + 1);
nuclear@2 300
nuclear@2 301 for(j=0; j<sides; j++) {
nuclear@2 302 for(k=0; k<4; k++) {
nuclear@2 303 float u = (j + uoffs[k]) * du;
nuclear@2 304 float v = (i + voffs[k]) * dv;
nuclear@2 305
nuclear@2 306 tunnel_vertex(u, v, du, dv, tang_loc, t);
nuclear@2 307 }
nuclear@2 308 }
nuclear@2 309 }
nuclear@2 310 gl_end();
nuclear@2 311
nuclear@2 312 bind_texture(0, 1);
nuclear@2 313 bind_texture(0, 0);
nuclear@2 314 }
nuclear@2 315
nuclear@2 316 static void tunnel_vertex(float u, float v, float du, float dv, int tang_loc, float t)
nuclear@2 317 {
nuclear@2 318 vec3_t pos, norm;
nuclear@2 319 vec3_t dfdu, dfdv, pos_du, pos_dv;
nuclear@2 320
nuclear@2 321 float theta = 2.0 * M_PI * u;
nuclear@2 322 float theta1 = 2.0 * M_PI * (u + du);
nuclear@2 323
nuclear@2 324 float x = cos(theta);
nuclear@2 325 float y = sin(theta);
nuclear@2 326 float x1 = cos(theta1);
nuclear@2 327 float y1 = sin(theta1);
nuclear@2 328 float z = v / dv * ring_height;
nuclear@2 329 float z1 = (v + dv) / dv * ring_height;
nuclear@2 330
nuclear@2 331 float trans_z[2], trans_z1[2];
nuclear@2 332
nuclear@2 333 worm(t, z, trans_z, trans_z + 1);
nuclear@2 334 worm(t, z1, trans_z1, trans_z1 + 1);
nuclear@2 335
nuclear@2 336 pos = v3_cons(x + trans_z[0], y + trans_z[1], z);
nuclear@2 337 pos_du = v3_cons(x1 + trans_z[0], y1 + trans_z[1], z);
nuclear@2 338 pos_dv = v3_cons(x + trans_z1[0], y + trans_z1[1], z1);
nuclear@2 339
nuclear@2 340 dfdu = v3_sub(pos_du, pos);
nuclear@2 341 dfdv = v3_sub(pos_dv, pos);
nuclear@2 342 norm = v3_cross(dfdv, dfdu);
nuclear@2 343
nuclear@4 344 gl_vertex_attrib3f(tang_loc, dfdu.x, -dfdu.y, dfdu.z);
nuclear@2 345 gl_normal3f(norm.x, norm.y, norm.z);
nuclear@2 346 gl_texcoord2f(u * 2.0, v * 4.0);
nuclear@2 347 gl_vertex3f(pos.x, pos.y, pos.z);
nuclear@2 348 }
nuclear@2 349
nuclear@2 350 static vec3_t calc_text_pos(float sec)
nuclear@2 351 {
nuclear@2 352 float t = text_speed * sec;
nuclear@2 353 float z = fmod(t, text_period);
nuclear@2 354 float pan[2];
nuclear@2 355
nuclear@2 356 worm(sec, z, pan, pan + 1);
nuclear@2 357 return v3_cons(pan[0], pan[1], z + ring_height);
nuclear@2 358 }
nuclear@2 359
nuclear@2 360 static void draw_text(float idx, vec3_t tpos, float alpha)
nuclear@2 361 {
nuclear@2 362 gl_matrix_mode(GL_MODELVIEW);
nuclear@2 363 gl_push_matrix();
nuclear@2 364 gl_translatef(tpos.x, tpos.y, tpos.z);
nuclear@2 365
nuclear@2 366 glEnable(GL_BLEND);
nuclear@2 367 glBlendFunc(GL_SRC_ALPHA, GL_ONE);
nuclear@2 368
nuclear@2 369 bind_program(prog_text);
nuclear@2 370 set_uniform_float(prog_text, "idx", idx);
nuclear@2 371
nuclear@2 372 bind_texture(tex_text, 0);
nuclear@2 373
nuclear@2 374 gl_begin(GL_QUADS);
nuclear@2 375 gl_color4f(1.0, 1.0, 1.0, alpha > 1.0 ? 1.0 : alpha);
nuclear@2 376
nuclear@2 377 gl_texcoord2f(0, 1);
nuclear@2 378 gl_vertex3f(-1, -0.2, 0);
nuclear@2 379
nuclear@2 380 gl_texcoord2f(1, 1);
nuclear@2 381 gl_vertex3f(1, -0.2, 0);
nuclear@2 382
nuclear@2 383 gl_texcoord2f(1, 0);
nuclear@2 384 gl_vertex3f(1, 0.2, 0);
nuclear@2 385
nuclear@2 386 gl_texcoord2f(0, 0);
nuclear@2 387 gl_vertex3f(-1, 0.2, 0);
nuclear@2 388 gl_end();
nuclear@2 389
nuclear@2 390 bind_texture(0, 0);
nuclear@2 391 glDisable(GL_BLEND);
nuclear@2 392
nuclear@2 393 gl_pop_matrix();
nuclear@2 394 }
nuclear@2 395
nuclear@2 396
nuclear@2 397 static void worm(float t, float z, float *tx, float *ty)
nuclear@2 398 {
nuclear@2 399 float x, y;
nuclear@2 400 x = sin(t) + cos(t + z) + sin(t * 2.0 + z) / 2.0;
nuclear@2 401 y = cos(t) + sin(t + z) + cos(t * 2.0 + z) / 2.0;
nuclear@2 402
nuclear@2 403 *tx = x * 0.5;
nuclear@2 404 *ty = y * 0.5;
nuclear@2 405 }
nuclear@2 406
nuclear@2 407
nuclear@2 408 void reshape(int x, int y)
nuclear@2 409 {
nuclear@2 410 glViewport(0, 0, x, y);
nuclear@2 411
nuclear@4 412 float aspect = (float)x / (float)y;
nuclear@24 413 float maxfov = 42.0;
nuclear@4 414 float vfov = aspect > 1.0 ? maxfov / aspect : maxfov;
nuclear@4 415
nuclear@4 416 cam_fov(vfov);
nuclear@4 417
nuclear@2 418 gl_matrix_mode(GL_PROJECTION);
nuclear@2 419 gl_load_identity();
nuclear@4 420 glu_perspective(vfov, aspect, 0.5, 500.0);
nuclear@2 421
nuclear@2 422 view_xsz = x;
nuclear@2 423 view_ysz = y;
nuclear@13 424 view_aspect = aspect;
nuclear@6 425
nuclear@6 426 ui_reshape(x, y);
nuclear@6 427 }
nuclear@6 428
nuclear@6 429 void mouse_button(int bn, int press, int x, int y)
nuclear@6 430 {
nuclear@6 431 if(show_opt) {
nuclear@6 432 ui_button(bn, press, x, y);
nuclear@15 433 } else {
nuclear@15 434 if(press) {
nuclear@15 435 show_opt = 1;
nuclear@15 436 ui_show();
nuclear@15 437 }
nuclear@6 438 }
nuclear@6 439 }
nuclear@6 440
nuclear@6 441 void mouse_motion(int x, int y)
nuclear@6 442 {
nuclear@6 443 if(show_opt) {
nuclear@6 444 ui_motion(x, y);
nuclear@6 445 }
nuclear@2 446 }
nuclear@2 447
nuclear@20 448 void playpause(void)
nuclear@20 449 {
nuclear@20 450 paused = !paused;
nuclear@20 451 if(paused) {
nuclear@20 452 last_pause = sys_msec;
nuclear@22 453 time_print_pending = 1;
nuclear@20 454 } else {
nuclear@20 455 time_offset -= sys_msec - last_pause;
nuclear@20 456 }
nuclear@20 457 }
nuclear@20 458
nuclear@20 459 void seektime(long msec)
nuclear@20 460 {
nuclear@22 461 time_offset += msec;
nuclear@22 462 time_print_pending = 1;
nuclear@20 463 }
nuclear@20 464
nuclear@2 465 static unsigned int get_shader_program(const char *vfile, const char *pfile)
nuclear@2 466 {
nuclear@2 467 unsigned int prog, vs, ps;
nuclear@2 468
nuclear@24 469 if(!(vs = load_vertex_shader(find_resource(vfile, 0, 0)))) {
nuclear@2 470 return 0;
nuclear@2 471 }
nuclear@24 472 if(!(ps = load_pixel_shader(find_resource(pfile, 0, 0)))) {
nuclear@2 473 return 0;
nuclear@2 474 }
nuclear@2 475
nuclear@24 476 if(!(prog = create_program_link(vs, ps, 0))) {
nuclear@2 477 return 0;
nuclear@2 478 }
nuclear@2 479 return prog;
nuclear@2 480 }