istereo2
view src/istereo.c @ 9:64e15874f3bd
foo
author | John Tsiombikas <nuclear@member.fsf.org> |
---|---|
date | Sat, 26 Sep 2015 02:56:07 +0300 |
parents | a3c4fcc9f8f3 |
children | ea928c313344 |
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;
51 int stereo = 0;
52 int use_bump = 0;
53 int show_opt = 1;
55 /* construction parameters */
56 int sides = 24;
57 int segm = 20;
58 float tunnel_speed = 0.75;
59 float ring_height = 0.5;
60 float text_period = 13.0;
61 float text_speed = 2.2;
63 float split = 0.5275;
65 int init(void)
66 {
67 add_resource_path("sdr");
68 add_resource_path("data");
70 if(!(prog_simple = get_shader_program("test.v.glsl", "test.p.glsl"))) {
71 return -1;
72 }
73 if(!(prog_tunnel = get_shader_program("tunnel.v.glsl", "tunnel.p.glsl"))) {
74 return -1;
75 }
76 if(!(prog_text = get_shader_program("text.v.glsl", "text.p.glsl"))) {
77 return -1;
78 }
79 if(!(prog_color = get_shader_program("color.v.glsl", "color.p.glsl"))) {
80 return -1;
81 }
82 if(!(prog_ui = get_shader_program("ui.v.glsl", "ui.p.glsl"))) {
83 return -1;
84 }
85 if(!(prog_font = get_shader_program("ui.v.glsl", "font.p.glsl"))) {
86 return -1;
87 }
89 if(!(tex = load_texture(find_resource("tiles.jpg", 0, 0)))) {
90 return -1;
91 }
92 if(!(tex_stones = load_texture(find_resource("stonewall.jpg", 0, 0)))) {
93 return -1;
94 }
95 if(!(tex_normal = load_texture(find_resource("stonewall_normal.jpg", 0, 0)))) {
96 return -1;
97 }
98 if(!(tex_text = load_texture(find_resource("text.png", 0, 0)))) {
99 return -1;
100 }
102 if(!(font = dtx_open_font_glyphmap(find_resource("linux-libertine_s24.glyphmap", 0, 0)))) {
103 fprintf(stderr, "failed to load font\n");
104 return -1;
105 }
106 dtx_vertex_attribs(get_attrib_loc(prog_ui, "attr_vertex"), get_attrib_loc(prog_ui, "attr_texcoord"));
107 dtx_use_font(font, 24);
109 glEnable(GL_DEPTH_TEST);
110 glEnable(GL_CULL_FACE);
112 if(ui_init() == -1) {
113 return -1;
114 }
116 cam_fov(42.5);
117 cam_clip(0.5, 250.0);
119 return 0;
120 }
122 void cleanup(void)
123 {
124 ui_shutdown();
125 free_program(prog_simple);
126 free_program(prog_tunnel);
127 free_program(prog_color);
128 free_program(prog_ui);
129 free_program(prog_font);
130 dtx_close_font(font);
131 }
133 void redraw(void)
134 {
135 float pan_x, pan_y, z;
136 float tsec = get_time_sec();
138 z = ring_height * segm;
139 worm(tsec, z, &pan_x, &pan_y);
141 if(use_bump) {
142 glClearColor(0.01, 0.01, 0.01, 1.0);
143 tunnel_speed = 0.5;
144 } else {
145 glClearColor(0.6, 0.6, 0.6, 1.0);
146 tunnel_speed = 0.75;
147 }
148 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
150 if(stereo) {
151 int split_pt = (int)((float)view_xsz * split);
153 /* right eye */
154 glViewport(0, 0, split_pt, view_ysz);
155 cam_aspect((float)split_pt / (float)view_ysz);
157 gl_matrix_mode(GL_PROJECTION);
158 gl_load_identity();
159 cam_stereo_proj_matrix(CAM_RIGHT);
160 //gl_rotatef(-90, 0, 0, 1);
162 gl_matrix_mode(GL_MODELVIEW);
163 gl_load_identity();
164 cam_stereo_view_matrix(CAM_RIGHT);
165 gl_translatef(-pan_x, -pan_y, -1.1 * ring_height * segm);
167 render(tsec);
169 /* left eye */
170 glViewport(split_pt, 0, view_xsz - split_pt, view_ysz);
171 cam_aspect((float)(view_xsz - split_pt) / (float)view_ysz);
173 gl_matrix_mode(GL_PROJECTION);
174 gl_load_identity();
175 cam_stereo_proj_matrix(CAM_LEFT);
176 //gl_rotatef(-90, 0, 0, 1);
178 gl_matrix_mode(GL_MODELVIEW);
179 gl_load_identity();
180 cam_stereo_view_matrix(CAM_LEFT);
181 gl_translatef(-pan_x, -pan_y, -1.1 * ring_height * segm);
183 render(tsec);
184 } else {
185 glViewport(0, 0, view_xsz, view_ysz);
186 cam_aspect((float)view_xsz / (float)view_ysz);
188 gl_matrix_mode(GL_PROJECTION);
189 gl_load_identity();
190 //gl_rotatef(-90, 0, 0, 1);
191 cam_proj_matrix();
193 gl_matrix_mode(GL_MODELVIEW);
194 gl_load_identity();
195 cam_view_matrix();
196 gl_translatef(-pan_x, -pan_y, -1.1 * ring_height * segm);
198 render(tsec);
199 }
201 /* TEST */
202 /*bind_program(prog_ui);
204 gl_matrix_mode(GL_PROJECTION);
205 gl_load_identity();
206 gl_ortho(0, view_xsz, 0, view_ysz, -1, 1);
207 gl_matrix_mode(GL_MODELVIEW);
208 gl_load_identity();
209 gl_apply_xform(prog_ui);
211 glDisable(GL_DEPTH_TEST);
212 dtx_printf("hello world\n");
213 glEnable(GL_DEPTH_TEST);*/
215 assert(glGetError() == GL_NO_ERROR);
216 }
218 static void render(float t)
219 {
220 int i;
221 float text_line;
223 draw_tunnel(t);
225 if(use_bump) {
226 glDepthMask(0);
227 text_line = floor((text_speed * t) / text_period);
228 for(i=0; i<8; i++) {
229 vec3_t tpos = calc_text_pos(t - (float)i * 0.011);
230 draw_text(text_line, tpos, 1.5 / (float)i);
231 }
232 glDepthMask(1);
233 }
235 if(show_opt) {
236 ui_draw();
237 }
238 }
240 static void draw_tunnel(float t)
241 {
242 static const float uoffs[] = {0.0, 0.0, 1.0, 1.0};
243 static const float voffs[] = {0.0, 1.0, 1.0, 0.0};
244 int i, j, k, tang_loc = -1;
245 float du, dv;
247 prog = use_bump ? prog_tunnel : prog_simple;
249 bind_program(prog);
250 set_uniform_float(prog, "t", t);
252 if(use_bump) {
253 vec3_t ltpos = calc_text_pos(t);
255 bind_texture(tex_normal, 1);
256 set_uniform_int(prog, "tex_norm", 1);
257 bind_texture(tex_stones, 0);
258 set_uniform_int(prog, "tex", 0);
260 set_uniform_float4(prog, "light_pos", ltpos.x, ltpos.y, ltpos.z, 1.0);
261 tang_loc = get_attrib_loc(prog, "attr_tangent");
262 } else {
263 bind_texture(tex, 0);
264 set_uniform_int(prog, "tex", 0);
265 }
267 gl_matrix_mode(GL_TEXTURE);
268 gl_load_identity();
269 gl_translatef(0, -fmod(t * tunnel_speed, 1.0), 0);
271 gl_begin(GL_QUADS);
272 gl_color3f(1.0, 1.0, 1.0);
274 du = 1.0 / sides;
275 dv = 1.0 / segm;
277 for(i=0; i<segm; i++) {
278 float trans_zp[2], trans_z0[2], trans_z1[2];
280 float zp = ring_height * (i - 1);
281 float z0 = ring_height * i;
282 float z1 = ring_height * (i + 1);
284 worm(t, zp, trans_zp, trans_zp + 1);
285 worm(t, z0, trans_z0, trans_z0 + 1);
286 worm(t, z1, trans_z1, trans_z1 + 1);
288 for(j=0; j<sides; j++) {
289 for(k=0; k<4; k++) {
290 float u = (j + uoffs[k]) * du;
291 float v = (i + voffs[k]) * dv;
293 tunnel_vertex(u, v, du, dv, tang_loc, t);
294 }
295 }
296 }
297 gl_end();
299 bind_texture(0, 1);
300 bind_texture(0, 0);
301 }
303 static void tunnel_vertex(float u, float v, float du, float dv, int tang_loc, float t)
304 {
305 vec3_t pos, norm;
306 vec3_t dfdu, dfdv, pos_du, pos_dv;
308 float theta = 2.0 * M_PI * u;
309 float theta1 = 2.0 * M_PI * (u + du);
311 float x = cos(theta);
312 float y = sin(theta);
313 float x1 = cos(theta1);
314 float y1 = sin(theta1);
315 float z = v / dv * ring_height;
316 float z1 = (v + dv) / dv * ring_height;
318 float trans_z[2], trans_z1[2];
320 worm(t, z, trans_z, trans_z + 1);
321 worm(t, z1, trans_z1, trans_z1 + 1);
323 pos = v3_cons(x + trans_z[0], y + trans_z[1], z);
324 pos_du = v3_cons(x1 + trans_z[0], y1 + trans_z[1], z);
325 pos_dv = v3_cons(x + trans_z1[0], y + trans_z1[1], z1);
327 dfdu = v3_sub(pos_du, pos);
328 dfdv = v3_sub(pos_dv, pos);
329 norm = v3_cross(dfdv, dfdu);
331 gl_vertex_attrib3f(tang_loc, dfdu.x, -dfdu.y, dfdu.z);
332 gl_normal3f(norm.x, norm.y, norm.z);
333 gl_texcoord2f(u * 2.0, v * 4.0);
334 gl_vertex3f(pos.x, pos.y, pos.z);
335 }
337 static vec3_t calc_text_pos(float sec)
338 {
339 float t = text_speed * sec;
340 float z = fmod(t, text_period);
341 float pan[2];
343 worm(sec, z, pan, pan + 1);
344 return v3_cons(pan[0], pan[1], z + ring_height);
345 }
347 static void draw_text(float idx, vec3_t tpos, float alpha)
348 {
349 gl_matrix_mode(GL_MODELVIEW);
350 gl_push_matrix();
351 gl_translatef(tpos.x, tpos.y, tpos.z);
353 glEnable(GL_BLEND);
354 glBlendFunc(GL_SRC_ALPHA, GL_ONE);
356 bind_program(prog_text);
357 set_uniform_float(prog_text, "idx", idx);
359 bind_texture(tex_text, 0);
361 gl_begin(GL_QUADS);
362 gl_color4f(1.0, 1.0, 1.0, alpha > 1.0 ? 1.0 : alpha);
364 gl_texcoord2f(0, 1);
365 gl_vertex3f(-1, -0.2, 0);
367 gl_texcoord2f(1, 1);
368 gl_vertex3f(1, -0.2, 0);
370 gl_texcoord2f(1, 0);
371 gl_vertex3f(1, 0.2, 0);
373 gl_texcoord2f(0, 0);
374 gl_vertex3f(-1, 0.2, 0);
375 gl_end();
377 bind_texture(0, 0);
378 glDisable(GL_BLEND);
380 gl_pop_matrix();
381 }
384 static void worm(float t, float z, float *tx, float *ty)
385 {
386 float x, y;
387 x = sin(t) + cos(t + z) + sin(t * 2.0 + z) / 2.0;
388 y = cos(t) + sin(t + z) + cos(t * 2.0 + z) / 2.0;
390 *tx = x * 0.5;
391 *ty = y * 0.5;
392 }
395 void reshape(int x, int y)
396 {
397 glViewport(0, 0, x, y);
399 float aspect = (float)x / (float)y;
400 float maxfov = 40.0;
401 float vfov = aspect > 1.0 ? maxfov / aspect : maxfov;
403 cam_fov(vfov);
405 gl_matrix_mode(GL_PROJECTION);
406 gl_load_identity();
407 glu_perspective(vfov, aspect, 0.5, 500.0);
409 view_xsz = x;
410 view_ysz = y;
412 ui_reshape(x, y);
413 }
415 void mouse_button(int bn, int press, int x, int y)
416 {
417 if(show_opt) {
418 ui_button(bn, press, x, y);
419 }
420 }
422 void mouse_motion(int x, int y)
423 {
424 if(show_opt) {
425 ui_motion(x, y);
426 }
427 }
429 static unsigned int get_shader_program(const char *vfile, const char *pfile)
430 {
431 unsigned int prog, vs, ps;
433 if(!(vs = get_vertex_shader(find_resource(vfile, 0, 0)))) {
434 return 0;
435 }
436 if(!(ps = get_pixel_shader(find_resource(pfile, 0, 0)))) {
437 return 0;
438 }
440 if(!(prog = create_program_link(vs, ps))) {
441 return 0;
442 }
443 return prog;
444 }