istereo2

view src/istereo.c @ 14:018f997dc646

button done
author John Tsiombikas <nuclear@member.fsf.org>
date Tue, 29 Sep 2015 01:11:54 +0300
parents 661bf09db398
children 7bd4264bf74a
line source
1 /*
2 Stereoscopic tunnel for iOS.
3 Copyright (C) 2011-2015 John Tsiombikas <nuclear@member.fsf.org>
5 This program is free software: you can redistribute it and/or modify
6 it under the terms of the GNU General Public License as published by
7 the Free Software Foundation, either version 3 of the License, or
8 (at your option) any later version.
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program. If not, see <http://www.gnu.org/licenses/>.
17 */
20 #include <stdio.h>
21 #include <math.h>
22 #include <assert.h>
23 #include <unistd.h>
24 #include "opengl.h"
25 #include "istereo.h"
26 #include "sanegl.h"
27 #include "sdr.h"
28 #include "respath.h"
29 #include "tex.h"
30 #include "cam.h"
31 #include "vmath.h"
32 #include "config.h"
33 #include "ui.h"
34 #include "drawtext.h"
35 #include "timer.h"
37 static void render(float t);
38 static void draw_tunnel(float t);
39 static void tunnel_vertex(float u, float v, float du, float dv, int tang_loc, float t);
40 static vec3_t calc_text_pos(float sec);
41 static void draw_text(float idx, vec3_t tpos, float alpha);
42 static void worm(float t, float z, float *tx, float *ty);
43 static unsigned int get_shader_program(const char *vfile, const char *pfile);
45 unsigned int prog, prog_simple, prog_tunnel, prog_text, prog_color, prog_ui, prog_font;
46 unsigned int tex, tex_stones, tex_normal, tex_text;
47 struct dtx_font *font;
49 int view_xsz, view_ysz;
50 float view_aspect;
52 int stereo = 0;
53 int use_bump = 0;
54 int show_opt = 1;
56 /* construction parameters */
57 int sides = 24;
58 int segm = 20;
59 float tunnel_speed = 0.75;
60 float ring_height = 0.5;
61 float text_period = 13.0;
62 float text_speed = 2.2;
64 float split = 0.5275;
66 int init(void)
67 {
68 add_resource_path("sdr");
69 add_resource_path("data");
71 if(!(prog_simple = get_shader_program("test.v.glsl", "test.p.glsl"))) {
72 return -1;
73 }
74 if(!(prog_tunnel = get_shader_program("tunnel.v.glsl", "tunnel.p.glsl"))) {
75 return -1;
76 }
77 if(!(prog_text = get_shader_program("text.v.glsl", "text.p.glsl"))) {
78 return -1;
79 }
80 if(!(prog_color = get_shader_program("color.v.glsl", "color.p.glsl"))) {
81 return -1;
82 }
83 if(!(prog_ui = get_shader_program("ui.v.glsl", "ui.p.glsl"))) {
84 return -1;
85 }
86 if(!(prog_font = get_shader_program("ui.v.glsl", "font.p.glsl"))) {
87 return -1;
88 }
90 if(!(tex = load_texture(find_resource("tiles.jpg", 0, 0)))) {
91 return -1;
92 }
93 if(!(tex_stones = load_texture(find_resource("stonewall.jpg", 0, 0)))) {
94 return -1;
95 }
96 if(!(tex_normal = load_texture(find_resource("stonewall_normal.jpg", 0, 0)))) {
97 return -1;
98 }
99 if(!(tex_text = load_texture(find_resource("text.png", 0, 0)))) {
100 return -1;
101 }
103 if(!(font = dtx_open_font_glyphmap(find_resource("linux-libertine_s24.glyphmap", 0, 0)))) {
104 fprintf(stderr, "failed to load font\n");
105 return -1;
106 }
107 dtx_vertex_attribs(get_attrib_loc(prog_ui, "attr_vertex"), get_attrib_loc(prog_ui, "attr_texcoord"));
108 dtx_use_font(font, 24);
110 glEnable(GL_DEPTH_TEST);
111 glEnable(GL_CULL_FACE);
113 if(ui_init() == -1) {
114 return -1;
115 }
117 cam_fov(42.5);
118 cam_clip(0.5, 250.0);
120 return 0;
121 }
123 void cleanup(void)
124 {
125 ui_shutdown();
126 free_program(prog_simple);
127 free_program(prog_tunnel);
128 free_program(prog_color);
129 free_program(prog_ui);
130 free_program(prog_font);
131 dtx_close_font(font);
132 }
134 void redraw(void)
135 {
136 float pan_x, pan_y, z;
137 float tsec = get_time_sec();
139 z = ring_height * segm;
140 worm(tsec, z, &pan_x, &pan_y);
142 if(use_bump) {
143 glClearColor(0.01, 0.01, 0.01, 1.0);
144 tunnel_speed = 0.5;
145 } else {
146 glClearColor(0.6, 0.6, 0.6, 1.0);
147 tunnel_speed = 0.75;
148 }
149 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
151 if(stereo) {
152 int split_pt = (int)((float)view_xsz * split);
154 /* right eye */
155 glViewport(0, 0, split_pt, view_ysz);
156 cam_aspect((float)split_pt / (float)view_ysz);
158 gl_matrix_mode(GL_PROJECTION);
159 gl_load_identity();
160 cam_stereo_proj_matrix(CAM_RIGHT);
161 //gl_rotatef(-90, 0, 0, 1);
163 gl_matrix_mode(GL_MODELVIEW);
164 gl_load_identity();
165 cam_stereo_view_matrix(CAM_RIGHT);
166 gl_translatef(-pan_x, -pan_y, -1.1 * ring_height * segm);
168 render(tsec);
170 /* left eye */
171 glViewport(split_pt, 0, view_xsz - split_pt, view_ysz);
172 cam_aspect((float)(view_xsz - split_pt) / (float)view_ysz);
174 gl_matrix_mode(GL_PROJECTION);
175 gl_load_identity();
176 cam_stereo_proj_matrix(CAM_LEFT);
177 //gl_rotatef(-90, 0, 0, 1);
179 gl_matrix_mode(GL_MODELVIEW);
180 gl_load_identity();
181 cam_stereo_view_matrix(CAM_LEFT);
182 gl_translatef(-pan_x, -pan_y, -1.1 * ring_height * segm);
184 render(tsec);
185 } else {
186 glViewport(0, 0, view_xsz, view_ysz);
187 cam_aspect((float)view_xsz / (float)view_ysz);
189 gl_matrix_mode(GL_PROJECTION);
190 gl_load_identity();
191 //gl_rotatef(-90, 0, 0, 1);
192 cam_proj_matrix();
194 gl_matrix_mode(GL_MODELVIEW);
195 gl_load_identity();
196 cam_view_matrix();
197 gl_translatef(-pan_x, -pan_y, -1.1 * ring_height * segm);
199 render(tsec);
200 }
202 /* TEST */
203 /*bind_program(prog_ui);
205 gl_matrix_mode(GL_PROJECTION);
206 gl_load_identity();
207 gl_ortho(0, view_xsz, 0, view_ysz, -1, 1);
208 gl_matrix_mode(GL_MODELVIEW);
209 gl_load_identity();
210 gl_apply_xform(prog_ui);
212 glDisable(GL_DEPTH_TEST);
213 dtx_printf("hello world\n");
214 glEnable(GL_DEPTH_TEST);*/
216 assert(glGetError() == GL_NO_ERROR);
217 }
219 static void render(float t)
220 {
221 int i;
222 float text_line;
224 draw_tunnel(t);
226 if(use_bump) {
227 glDepthMask(0);
228 text_line = floor((text_speed * t) / text_period);
229 for(i=0; i<8; i++) {
230 vec3_t tpos = calc_text_pos(t - (float)i * 0.011);
231 draw_text(text_line, tpos, 1.5 / (float)i);
232 }
233 glDepthMask(1);
234 }
236 if(show_opt) {
237 ui_draw();
238 }
239 }
241 static void draw_tunnel(float t)
242 {
243 static const float uoffs[] = {0.0, 0.0, 1.0, 1.0};
244 static const float voffs[] = {0.0, 1.0, 1.0, 0.0};
245 int i, j, k, tang_loc = -1;
246 float du, dv;
248 prog = use_bump ? prog_tunnel : prog_simple;
250 bind_program(prog);
251 set_uniform_float(prog, "t", t);
253 if(use_bump) {
254 vec3_t ltpos = calc_text_pos(t);
256 bind_texture(tex_normal, 1);
257 set_uniform_int(prog, "tex_norm", 1);
258 bind_texture(tex_stones, 0);
259 set_uniform_int(prog, "tex", 0);
261 set_uniform_float4(prog, "light_pos", ltpos.x, ltpos.y, ltpos.z, 1.0);
262 tang_loc = get_attrib_loc(prog, "attr_tangent");
263 } else {
264 bind_texture(tex, 0);
265 set_uniform_int(prog, "tex", 0);
266 }
268 gl_matrix_mode(GL_TEXTURE);
269 gl_load_identity();
270 gl_translatef(0, -fmod(t * tunnel_speed, 1.0), 0);
272 gl_begin(GL_QUADS);
273 gl_color3f(1.0, 1.0, 1.0);
275 du = 1.0 / sides;
276 dv = 1.0 / segm;
278 for(i=0; i<segm; i++) {
279 float trans_zp[2], trans_z0[2], trans_z1[2];
281 float zp = ring_height * (i - 1);
282 float z0 = ring_height * i;
283 float z1 = ring_height * (i + 1);
285 worm(t, zp, trans_zp, trans_zp + 1);
286 worm(t, z0, trans_z0, trans_z0 + 1);
287 worm(t, z1, trans_z1, trans_z1 + 1);
289 for(j=0; j<sides; j++) {
290 for(k=0; k<4; k++) {
291 float u = (j + uoffs[k]) * du;
292 float v = (i + voffs[k]) * dv;
294 tunnel_vertex(u, v, du, dv, tang_loc, t);
295 }
296 }
297 }
298 gl_end();
300 bind_texture(0, 1);
301 bind_texture(0, 0);
302 }
304 static void tunnel_vertex(float u, float v, float du, float dv, int tang_loc, float t)
305 {
306 vec3_t pos, norm;
307 vec3_t dfdu, dfdv, pos_du, pos_dv;
309 float theta = 2.0 * M_PI * u;
310 float theta1 = 2.0 * M_PI * (u + du);
312 float x = cos(theta);
313 float y = sin(theta);
314 float x1 = cos(theta1);
315 float y1 = sin(theta1);
316 float z = v / dv * ring_height;
317 float z1 = (v + dv) / dv * ring_height;
319 float trans_z[2], trans_z1[2];
321 worm(t, z, trans_z, trans_z + 1);
322 worm(t, z1, trans_z1, trans_z1 + 1);
324 pos = v3_cons(x + trans_z[0], y + trans_z[1], z);
325 pos_du = v3_cons(x1 + trans_z[0], y1 + trans_z[1], z);
326 pos_dv = v3_cons(x + trans_z1[0], y + trans_z1[1], z1);
328 dfdu = v3_sub(pos_du, pos);
329 dfdv = v3_sub(pos_dv, pos);
330 norm = v3_cross(dfdv, dfdu);
332 gl_vertex_attrib3f(tang_loc, dfdu.x, -dfdu.y, dfdu.z);
333 gl_normal3f(norm.x, norm.y, norm.z);
334 gl_texcoord2f(u * 2.0, v * 4.0);
335 gl_vertex3f(pos.x, pos.y, pos.z);
336 }
338 static vec3_t calc_text_pos(float sec)
339 {
340 float t = text_speed * sec;
341 float z = fmod(t, text_period);
342 float pan[2];
344 worm(sec, z, pan, pan + 1);
345 return v3_cons(pan[0], pan[1], z + ring_height);
346 }
348 static void draw_text(float idx, vec3_t tpos, float alpha)
349 {
350 gl_matrix_mode(GL_MODELVIEW);
351 gl_push_matrix();
352 gl_translatef(tpos.x, tpos.y, tpos.z);
354 glEnable(GL_BLEND);
355 glBlendFunc(GL_SRC_ALPHA, GL_ONE);
357 bind_program(prog_text);
358 set_uniform_float(prog_text, "idx", idx);
360 bind_texture(tex_text, 0);
362 gl_begin(GL_QUADS);
363 gl_color4f(1.0, 1.0, 1.0, alpha > 1.0 ? 1.0 : alpha);
365 gl_texcoord2f(0, 1);
366 gl_vertex3f(-1, -0.2, 0);
368 gl_texcoord2f(1, 1);
369 gl_vertex3f(1, -0.2, 0);
371 gl_texcoord2f(1, 0);
372 gl_vertex3f(1, 0.2, 0);
374 gl_texcoord2f(0, 0);
375 gl_vertex3f(-1, 0.2, 0);
376 gl_end();
378 bind_texture(0, 0);
379 glDisable(GL_BLEND);
381 gl_pop_matrix();
382 }
385 static void worm(float t, float z, float *tx, float *ty)
386 {
387 float x, y;
388 x = sin(t) + cos(t + z) + sin(t * 2.0 + z) / 2.0;
389 y = cos(t) + sin(t + z) + cos(t * 2.0 + z) / 2.0;
391 *tx = x * 0.5;
392 *ty = y * 0.5;
393 }
396 void reshape(int x, int y)
397 {
398 glViewport(0, 0, x, y);
400 float aspect = (float)x / (float)y;
401 float maxfov = 40.0;
402 float vfov = aspect > 1.0 ? maxfov / aspect : maxfov;
404 cam_fov(vfov);
406 gl_matrix_mode(GL_PROJECTION);
407 gl_load_identity();
408 glu_perspective(vfov, aspect, 0.5, 500.0);
410 view_xsz = x;
411 view_ysz = y;
412 view_aspect = aspect;
414 ui_reshape(x, y);
415 }
417 void mouse_button(int bn, int press, int x, int y)
418 {
419 if(show_opt) {
420 ui_button(bn, press, x, y);
421 }
422 }
424 void mouse_motion(int x, int y)
425 {
426 if(show_opt) {
427 ui_motion(x, y);
428 }
429 }
431 static unsigned int get_shader_program(const char *vfile, const char *pfile)
432 {
433 unsigned int prog, vs, ps;
435 if(!(vs = get_vertex_shader(find_resource(vfile, 0, 0)))) {
436 return 0;
437 }
438 if(!(ps = get_pixel_shader(find_resource(pfile, 0, 0)))) {
439 return 0;
440 }
442 if(!(prog = create_program_link(vs, ps))) {
443 return 0;
444 }
445 return prog;
446 }