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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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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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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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nuclear@2
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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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54 int stereo = 0;
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nuclear@2
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55 int use_bump = 0;
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56 int show_opt = 1;
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57
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nuclear@2
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58 /* construction parameters */
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59 int sides = 24;
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60 int segm = 20;
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61 float tunnel_speed = 0.75;
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62 float ring_height = 0.5;
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63 float text_period = 13.0;
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64 float text_speed = 2.2;
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65
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66 float split = 0.5275;
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67
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nuclear@2
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68 int init(void)
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69 {
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70 add_resource_path("sdr");
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71 add_resource_path("data");
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72
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73 if(!(prog_simple = get_shader_program("test.v.glsl", "test.p.glsl"))) {
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74 return -1;
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75 }
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76 if(!(prog_tunnel = get_shader_program("tunnel.v.glsl", "tunnel.p.glsl"))) {
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77 return -1;
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78 }
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79 if(!(prog_text = get_shader_program("text.v.glsl", "text.p.glsl"))) {
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80 return -1;
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81 }
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82 if(!(prog_color = get_shader_program("color.v.glsl", "color.p.glsl"))) {
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83 return -1;
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84 }
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nuclear@6
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85 if(!(prog_ui = get_shader_program("ui.v.glsl", "ui.p.glsl"))) {
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86 return -1;
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87 }
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nuclear@7
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88 if(!(prog_font = get_shader_program("ui.v.glsl", "font.p.glsl"))) {
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89 return -1;
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90 }
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nuclear@2
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91
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nuclear@2
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92 if(!(tex = load_texture(find_resource("tiles.jpg", 0, 0)))) {
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93 return -1;
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94 }
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95 if(!(tex_stones = load_texture(find_resource("stonewall.jpg", 0, 0)))) {
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96 return -1;
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97 }
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98 if(!(tex_normal = load_texture(find_resource("stonewall_normal.jpg", 0, 0)))) {
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99 return -1;
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100 }
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101 if(!(tex_text = load_texture(find_resource("text.png", 0, 0)))) {
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102 return -1;
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103 }
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104
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105 if(!(font = dtx_open_font_glyphmap(find_resource("droidsans_s24.glyphmap", 0, 0)))) {
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nuclear@7
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106 fprintf(stderr, "failed to load font\n");
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107 return -1;
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108 }
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nuclear@7
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109 dtx_vertex_attribs(get_attrib_loc(prog_ui, "attr_vertex"), get_attrib_loc(prog_ui, "attr_texcoord"));
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110
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111 glEnable(GL_DEPTH_TEST);
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112 glEnable(GL_CULL_FACE);
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113
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114 if(ui_init() == -1) {
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115 return -1;
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116 }
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nuclear@15
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117 if(show_opt) {
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118 ui_show();
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119 }
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nuclear@6
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120
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121 cam_fov(42.5);
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122 cam_clip(0.5, 250.0);
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123
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124 return 0;
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125 }
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126
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nuclear@2
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127 void cleanup(void)
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128 {
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129 ui_shutdown();
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130 free_program(prog_simple);
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131 free_program(prog_tunnel);
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132 free_program(prog_color);
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133 free_program(prog_ui);
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134 free_program(prog_font);
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135 dtx_close_font(font);
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136 }
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137
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nuclear@2
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138 void redraw(void)
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139 {
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nuclear@2
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140 float pan_x, pan_y, z;
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nuclear@8
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141 float tsec = get_time_sec();
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142
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143 z = ring_height * segm;
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144 worm(tsec, z, &pan_x, &pan_y);
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145
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146 if(use_bump) {
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147 glClearColor(0.01, 0.01, 0.01, 1.0);
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148 tunnel_speed = 0.5;
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149 } else {
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150 glClearColor(0.6, 0.6, 0.6, 1.0);
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151 tunnel_speed = 0.75;
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152 }
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153 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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154
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155 if(stereo) {
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156 int split_pt = (int)((float)view_xsz * split);
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157
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158 /* left eye */
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159 glViewport(0, 0, split_pt, view_ysz);
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160 cam_aspect((float)split_pt / (float)view_ysz);
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161
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162 gl_matrix_mode(GL_PROJECTION);
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163 gl_load_identity();
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164 cam_stereo_proj_matrix(CAM_LEFT);
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nuclear@17
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165 //gl_rotatef(-90, 0, 0, 1);
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166
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nuclear@17
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167 gl_matrix_mode(GL_MODELVIEW);
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168 gl_load_identity();
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169 cam_stereo_view_matrix(CAM_LEFT);
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nuclear@17
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170 gl_translatef(-pan_x, -pan_y, -1.1 * ring_height * segm);
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nuclear@17
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171
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nuclear@17
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172 render(tsec);
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nuclear@17
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173
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nuclear@17
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174 /* right eye */
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nuclear@17
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175 glViewport(split_pt, 0, view_xsz - split_pt, view_ysz);
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nuclear@17
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176 cam_aspect((float)(view_xsz - split_pt) / (float)view_ysz);
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177
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178 gl_matrix_mode(GL_PROJECTION);
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179 gl_load_identity();
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180 cam_stereo_proj_matrix(CAM_RIGHT);
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181 //gl_rotatef(-90, 0, 0, 1);
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182
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183 gl_matrix_mode(GL_MODELVIEW);
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184 gl_load_identity();
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185 cam_stereo_view_matrix(CAM_RIGHT);
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186 gl_translatef(-pan_x, -pan_y, -1.1 * ring_height * segm);
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187
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188 render(tsec);
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189 } else {
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190 glViewport(0, 0, view_xsz, view_ysz);
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191 cam_aspect((float)view_xsz / (float)view_ysz);
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192
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193 gl_matrix_mode(GL_PROJECTION);
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194 gl_load_identity();
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195 //gl_rotatef(-90, 0, 0, 1);
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196 cam_proj_matrix();
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197
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198 gl_matrix_mode(GL_MODELVIEW);
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199 gl_load_identity();
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200 cam_view_matrix();
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201 gl_translatef(-pan_x, -pan_y, -1.1 * ring_height * segm);
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202
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203 render(tsec);
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204 }
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205
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nuclear@15
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206 #ifndef STEREO_GUI
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nuclear@15
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207 if(ui_visible()) {
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nuclear@15
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208 glViewport(0, 0, view_xsz, view_ysz);
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209 ui_draw();
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210 }
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nuclear@15
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211 #endif
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212
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213 assert(glGetError() == GL_NO_ERROR);
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214 }
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215
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216 static void render(float t)
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217 {
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218 int i;
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219 float text_line;
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220
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221 draw_tunnel(t);
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222
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223 if(use_bump) {
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224 glDepthMask(0);
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225 text_line = floor((text_speed * t) / text_period);
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226 for(i=0; i<8; i++) {
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227 vec3_t tpos = calc_text_pos(t - (float)i * 0.011);
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nuclear@2
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228 draw_text(text_line, tpos, 1.5 / (float)i);
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229 }
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nuclear@2
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230 glDepthMask(1);
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nuclear@2
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231 }
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nuclear@6
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232
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233 #ifdef STEREO_GUI
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nuclear@15
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234 if(ui_visible()) {
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nuclear@15
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235 ui_reshape(stereo ? view_xsz / 2.0 : view_xsz, view_ysz);
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nuclear@6
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236 ui_draw();
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nuclear@6
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237 }
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nuclear@15
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238 #endif
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nuclear@2
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239 }
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nuclear@2
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240
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nuclear@2
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241 static void draw_tunnel(float t)
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nuclear@2
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242 {
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nuclear@2
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243 static const float uoffs[] = {0.0, 0.0, 1.0, 1.0};
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nuclear@2
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244 static const float voffs[] = {0.0, 1.0, 1.0, 0.0};
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nuclear@2
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245 int i, j, k, tang_loc = -1;
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246 float du, dv;
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nuclear@2
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247
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nuclear@2
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248 prog = use_bump ? prog_tunnel : prog_simple;
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nuclear@2
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249
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nuclear@2
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250 bind_program(prog);
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nuclear@2
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251 set_uniform_float(prog, "t", t);
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252
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nuclear@2
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253 if(use_bump) {
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254 vec3_t ltpos = calc_text_pos(t);
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nuclear@2
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255
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nuclear@2
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256 bind_texture(tex_normal, 1);
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nuclear@2
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257 set_uniform_int(prog, "tex_norm", 1);
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nuclear@2
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258 bind_texture(tex_stones, 0);
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nuclear@2
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259 set_uniform_int(prog, "tex", 0);
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nuclear@2
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260
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nuclear@2
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261 set_uniform_float4(prog, "light_pos", ltpos.x, ltpos.y, ltpos.z, 1.0);
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nuclear@2
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262 tang_loc = get_attrib_loc(prog, "attr_tangent");
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nuclear@2
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263 } else {
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nuclear@2
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264 bind_texture(tex, 0);
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nuclear@2
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265 set_uniform_int(prog, "tex", 0);
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nuclear@2
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266 }
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nuclear@2
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267
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nuclear@2
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268 gl_matrix_mode(GL_TEXTURE);
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nuclear@2
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269 gl_load_identity();
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nuclear@2
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270 gl_translatef(0, -fmod(t * tunnel_speed, 1.0), 0);
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nuclear@2
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271
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nuclear@2
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272 gl_begin(GL_QUADS);
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nuclear@2
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273 gl_color3f(1.0, 1.0, 1.0);
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nuclear@2
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274
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nuclear@2
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275 du = 1.0 / sides;
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nuclear@2
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276 dv = 1.0 / segm;
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nuclear@2
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277
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nuclear@2
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278 for(i=0; i<segm; i++) {
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nuclear@2
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279 float trans_zp[2], trans_z0[2], trans_z1[2];
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nuclear@2
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280
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nuclear@2
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281 float zp = ring_height * (i - 1);
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nuclear@2
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282 float z0 = ring_height * i;
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nuclear@2
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283 float z1 = ring_height * (i + 1);
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nuclear@2
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284
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nuclear@2
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285 worm(t, zp, trans_zp, trans_zp + 1);
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nuclear@2
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286 worm(t, z0, trans_z0, trans_z0 + 1);
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nuclear@2
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287 worm(t, z1, trans_z1, trans_z1 + 1);
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nuclear@2
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288
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nuclear@2
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289 for(j=0; j<sides; j++) {
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nuclear@2
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290 for(k=0; k<4; k++) {
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nuclear@2
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291 float u = (j + uoffs[k]) * du;
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nuclear@2
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292 float v = (i + voffs[k]) * dv;
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nuclear@2
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293
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nuclear@2
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294 tunnel_vertex(u, v, du, dv, tang_loc, t);
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nuclear@2
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295 }
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nuclear@2
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296 }
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nuclear@2
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297 }
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nuclear@2
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298 gl_end();
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nuclear@2
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299
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nuclear@2
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300 bind_texture(0, 1);
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nuclear@2
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301 bind_texture(0, 0);
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nuclear@2
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302 }
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nuclear@2
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303
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nuclear@2
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304 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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305 {
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nuclear@2
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306 vec3_t pos, norm;
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nuclear@2
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307 vec3_t dfdu, dfdv, pos_du, pos_dv;
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nuclear@2
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308
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nuclear@2
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309 float theta = 2.0 * M_PI * u;
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nuclear@2
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310 float theta1 = 2.0 * M_PI * (u + du);
|
nuclear@2
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311
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nuclear@2
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312 float x = cos(theta);
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nuclear@2
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313 float y = sin(theta);
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nuclear@2
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314 float x1 = cos(theta1);
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nuclear@2
|
315 float y1 = sin(theta1);
|
nuclear@2
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316 float z = v / dv * ring_height;
|
nuclear@2
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317 float z1 = (v + dv) / dv * ring_height;
|
nuclear@2
|
318
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nuclear@2
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319 float trans_z[2], trans_z1[2];
|
nuclear@2
|
320
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nuclear@2
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321 worm(t, z, trans_z, trans_z + 1);
|
nuclear@2
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322 worm(t, z1, trans_z1, trans_z1 + 1);
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nuclear@2
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323
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nuclear@2
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324 pos = v3_cons(x + trans_z[0], y + trans_z[1], z);
|
nuclear@2
|
325 pos_du = v3_cons(x1 + trans_z[0], y1 + trans_z[1], z);
|
nuclear@2
|
326 pos_dv = v3_cons(x + trans_z1[0], y + trans_z1[1], z1);
|
nuclear@2
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327
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nuclear@2
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328 dfdu = v3_sub(pos_du, pos);
|
nuclear@2
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329 dfdv = v3_sub(pos_dv, pos);
|
nuclear@2
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330 norm = v3_cross(dfdv, dfdu);
|
nuclear@2
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331
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nuclear@4
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332 gl_vertex_attrib3f(tang_loc, dfdu.x, -dfdu.y, dfdu.z);
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nuclear@2
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333 gl_normal3f(norm.x, norm.y, norm.z);
|
nuclear@2
|
334 gl_texcoord2f(u * 2.0, v * 4.0);
|
nuclear@2
|
335 gl_vertex3f(pos.x, pos.y, pos.z);
|
nuclear@2
|
336 }
|
nuclear@2
|
337
|
nuclear@2
|
338 static vec3_t calc_text_pos(float sec)
|
nuclear@2
|
339 {
|
nuclear@2
|
340 float t = text_speed * sec;
|
nuclear@2
|
341 float z = fmod(t, text_period);
|
nuclear@2
|
342 float pan[2];
|
nuclear@2
|
343
|
nuclear@2
|
344 worm(sec, z, pan, pan + 1);
|
nuclear@2
|
345 return v3_cons(pan[0], pan[1], z + ring_height);
|
nuclear@2
|
346 }
|
nuclear@2
|
347
|
nuclear@2
|
348 static void draw_text(float idx, vec3_t tpos, float alpha)
|
nuclear@2
|
349 {
|
nuclear@2
|
350 gl_matrix_mode(GL_MODELVIEW);
|
nuclear@2
|
351 gl_push_matrix();
|
nuclear@2
|
352 gl_translatef(tpos.x, tpos.y, tpos.z);
|
nuclear@2
|
353
|
nuclear@2
|
354 glEnable(GL_BLEND);
|
nuclear@2
|
355 glBlendFunc(GL_SRC_ALPHA, GL_ONE);
|
nuclear@2
|
356
|
nuclear@2
|
357 bind_program(prog_text);
|
nuclear@2
|
358 set_uniform_float(prog_text, "idx", idx);
|
nuclear@2
|
359
|
nuclear@2
|
360 bind_texture(tex_text, 0);
|
nuclear@2
|
361
|
nuclear@2
|
362 gl_begin(GL_QUADS);
|
nuclear@2
|
363 gl_color4f(1.0, 1.0, 1.0, alpha > 1.0 ? 1.0 : alpha);
|
nuclear@2
|
364
|
nuclear@2
|
365 gl_texcoord2f(0, 1);
|
nuclear@2
|
366 gl_vertex3f(-1, -0.2, 0);
|
nuclear@2
|
367
|
nuclear@2
|
368 gl_texcoord2f(1, 1);
|
nuclear@2
|
369 gl_vertex3f(1, -0.2, 0);
|
nuclear@2
|
370
|
nuclear@2
|
371 gl_texcoord2f(1, 0);
|
nuclear@2
|
372 gl_vertex3f(1, 0.2, 0);
|
nuclear@2
|
373
|
nuclear@2
|
374 gl_texcoord2f(0, 0);
|
nuclear@2
|
375 gl_vertex3f(-1, 0.2, 0);
|
nuclear@2
|
376 gl_end();
|
nuclear@2
|
377
|
nuclear@2
|
378 bind_texture(0, 0);
|
nuclear@2
|
379 glDisable(GL_BLEND);
|
nuclear@2
|
380
|
nuclear@2
|
381 gl_pop_matrix();
|
nuclear@2
|
382 }
|
nuclear@2
|
383
|
nuclear@2
|
384
|
nuclear@2
|
385 static void worm(float t, float z, float *tx, float *ty)
|
nuclear@2
|
386 {
|
nuclear@2
|
387 float x, y;
|
nuclear@2
|
388 x = sin(t) + cos(t + z) + sin(t * 2.0 + z) / 2.0;
|
nuclear@2
|
389 y = cos(t) + sin(t + z) + cos(t * 2.0 + z) / 2.0;
|
nuclear@2
|
390
|
nuclear@2
|
391 *tx = x * 0.5;
|
nuclear@2
|
392 *ty = y * 0.5;
|
nuclear@2
|
393 }
|
nuclear@2
|
394
|
nuclear@2
|
395
|
nuclear@2
|
396 void reshape(int x, int y)
|
nuclear@2
|
397 {
|
nuclear@2
|
398 glViewport(0, 0, x, y);
|
nuclear@2
|
399
|
nuclear@4
|
400 float aspect = (float)x / (float)y;
|
nuclear@4
|
401 float maxfov = 40.0;
|
nuclear@4
|
402 float vfov = aspect > 1.0 ? maxfov / aspect : maxfov;
|
nuclear@4
|
403
|
nuclear@4
|
404 cam_fov(vfov);
|
nuclear@4
|
405
|
nuclear@2
|
406 gl_matrix_mode(GL_PROJECTION);
|
nuclear@2
|
407 gl_load_identity();
|
nuclear@4
|
408 glu_perspective(vfov, aspect, 0.5, 500.0);
|
nuclear@2
|
409
|
nuclear@2
|
410 view_xsz = x;
|
nuclear@2
|
411 view_ysz = y;
|
nuclear@13
|
412 view_aspect = aspect;
|
nuclear@6
|
413
|
nuclear@6
|
414 ui_reshape(x, y);
|
nuclear@6
|
415 }
|
nuclear@6
|
416
|
nuclear@6
|
417 void mouse_button(int bn, int press, int x, int y)
|
nuclear@6
|
418 {
|
nuclear@6
|
419 if(show_opt) {
|
nuclear@6
|
420 ui_button(bn, press, x, y);
|
nuclear@15
|
421 } else {
|
nuclear@15
|
422 if(press) {
|
nuclear@15
|
423 show_opt = 1;
|
nuclear@15
|
424 ui_show();
|
nuclear@15
|
425 }
|
nuclear@6
|
426 }
|
nuclear@6
|
427 }
|
nuclear@6
|
428
|
nuclear@6
|
429 void mouse_motion(int x, int y)
|
nuclear@6
|
430 {
|
nuclear@6
|
431 if(show_opt) {
|
nuclear@6
|
432 ui_motion(x, y);
|
nuclear@6
|
433 }
|
nuclear@2
|
434 }
|
nuclear@2
|
435
|
nuclear@2
|
436 static unsigned int get_shader_program(const char *vfile, const char *pfile)
|
nuclear@2
|
437 {
|
nuclear@2
|
438 unsigned int prog, vs, ps;
|
nuclear@2
|
439
|
nuclear@2
|
440 if(!(vs = get_vertex_shader(find_resource(vfile, 0, 0)))) {
|
nuclear@2
|
441 return 0;
|
nuclear@2
|
442 }
|
nuclear@2
|
443 if(!(ps = get_pixel_shader(find_resource(pfile, 0, 0)))) {
|
nuclear@2
|
444 return 0;
|
nuclear@2
|
445 }
|
nuclear@2
|
446
|
nuclear@2
|
447 if(!(prog = create_program_link(vs, ps))) {
|
nuclear@2
|
448 return 0;
|
nuclear@2
|
449 }
|
nuclear@2
|
450 return prog;
|
nuclear@2
|
451 }
|