oculus2_psprite

changeset 21:dc7af0f549b2

VR point sprite shooting test
author John Tsiombikas <nuclear@member.fsf.org>
date Thu, 22 Jan 2015 06:19:52 +0200
parents 6a3a9840c303
children fdfb911879df
files Makefile sdr/psprite.p.glsl sdr/psprite.v.glsl src/main.c src/projectile.c src/projectile.h src/sdr.c src/sdr.h
diffstat 8 files changed, 866 insertions(+), 39 deletions(-) [+]
line diff
     1.1 --- a/Makefile	Wed Jan 21 11:29:30 2015 +0200
     1.2 +++ b/Makefile	Thu Jan 22 06:19:52 2015 +0200
     1.3 @@ -2,11 +2,14 @@
     1.4  obj = $(src:.c=.o)
     1.5  bin = oculus2
     1.6  
     1.7 -CFLAGS = -pedantic -Wall -g `pkg-config --cflags sdl2`
     1.8 -LDFLAGS = $(libgl) `pkg-config --libs sdl2` -lovr $(libsys)
     1.9 +warn = -pedantic -Wall
    1.10 +
    1.11 +CFLAGS = $(warn) -g `pkg-config --cflags sdl2`
    1.12 +LDFLAGS = $(libgl) `pkg-config --libs sdl2` -lovr $(libsys) -lvmath
    1.13  
    1.14  ifeq ($(shell uname -s), Darwin)
    1.15  	libgl = -framework OpenGL -lGLEW
    1.16 +	warn += -Wno-deprecated-declarations
    1.17  else
    1.18  	libgl = -lGL -lGLU -lGLEW
    1.19  	libsys = -lX11
     2.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     2.2 +++ b/sdr/psprite.p.glsl	Thu Jan 22 06:19:52 2015 +0200
     2.3 @@ -0,0 +1,12 @@
     2.4 +#version 120
     2.5 +
     2.6 +void main()
     2.7 +{
     2.8 +	vec2 pt = gl_PointCoord.xy * 2.0 - 1.0;
     2.9 +	float len = length(pt);
    2.10 +	vec2 dir = pt / len;
    2.11 +	float angle = atan(dir.y, dir.x);
    2.12 +
    2.13 +	float alpha = 1.0 - smoothstep(0.8, 0.9, len + abs(sin(angle * 8.0)) * 0.1);
    2.14 +	gl_FragColor = vec4(1.0, 1.0, 1.0, alpha);
    2.15 +}
     3.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     3.2 +++ b/sdr/psprite.v.glsl	Thu Jan 22 06:19:52 2015 +0200
     3.3 @@ -0,0 +1,22 @@
     3.4 +uniform vec2 viewport;
     3.5 +
     3.6 +void main()
     3.7 +{
     3.8 +	const float psize = 1.0;
     3.9 +
    3.10 +	vec4 ppos = gl_ModelViewProjectionMatrix * gl_Vertex;
    3.11 +	gl_Position = ppos;
    3.12 +
    3.13 +	float vs_z = (gl_ModelViewMatrix * gl_Vertex).z;
    3.14 +	vec4 p0 = gl_ProjectionMatrix * vec4(0.0, 0.0, vs_z, 1.0);
    3.15 +	vec4 p1 = gl_ProjectionMatrix * vec4(psize, 0.0, vs_z, 1.0);
    3.16 +
    3.17 +	p0.xyz /= p0.w;
    3.18 +	p1.xyz /= p1.w;
    3.19 +
    3.20 +	p0.xy = (p0.xy * vec2(0.5, 0.5) + vec2(0.5, 0.5)) * viewport;
    3.21 +	p1.xy = (p1.xy * vec2(0.5, 0.5) + vec2(0.5, 0.5)) * viewport;
    3.22 +
    3.23 +	float sz = length(p1.xy - p0.xy);
    3.24 +	gl_PointSize = sz;
    3.25 +}
     4.1 --- a/src/main.c	Wed Jan 21 11:29:30 2015 +0200
     4.2 +++ b/src/main.c	Thu Jan 22 06:19:52 2015 +0200
     4.3 @@ -1,11 +1,3 @@
     4.4 -/* Very simple OculusSDK OpenGL usage example.
     4.5 - *
     4.6 - * Uses SDL2 (www.libsdl.org) for event handling and OpenGL context management.
     4.7 - * Uses GLEW (glew.sourceforge.net) for OpenGL extension wrangling.
     4.8 - *
     4.9 - * Author: John Tsiombikas <nuclear@member.fsf.org>
    4.10 - * This code is in the public domain. Do whatever you like with it.
    4.11 - */
    4.12  #include <stdio.h>
    4.13  #include <stdlib.h>
    4.14  #include <assert.h>
    4.15 @@ -24,11 +16,16 @@
    4.16  
    4.17  #include <OVR_CAPI.h>
    4.18  #include <OVR_CAPI_GL.h>
    4.19 +#include "projectile.h"
    4.20 +
    4.21 +#define GUN_Y	1.5
    4.22  
    4.23  int init(void);
    4.24 +int init_rift(void);
    4.25  void cleanup(void);
    4.26  void toggle_hmd_fullscreen(void);
    4.27  void display(void);
    4.28 +void display_rift(void);
    4.29  void draw_scene(void);
    4.30  void draw_box(float xsz, float ysz, float zsz, float norm_sign);
    4.31  void update_rtarg(int width, int height);
    4.32 @@ -38,6 +35,7 @@
    4.33  unsigned int next_pow2(unsigned int x);
    4.34  void quat_to_matrix(const float *quat, float *mat);
    4.35  unsigned int gen_chess_tex(float r0, float g0, float b0, float r1, float g1, float b1);
    4.36 +int parse_args(int argc, char **argv);
    4.37  
    4.38  /* forward declaration to avoid including non-public headers of libovr */
    4.39  OVR_EXPORT void ovrhmd_EnableHSWDisplaySDKRender(ovrHmd hmd, ovrBool enable);
    4.40 @@ -50,6 +48,7 @@
    4.41  static int fb_width, fb_height;
    4.42  static int fb_tex_width, fb_tex_height;
    4.43  
    4.44 +static int use_rift = 1;
    4.45  static ovrHmd hmd;
    4.46  static ovrSizei eyeres[2];
    4.47  static ovrEyeRenderDesc eye_rdesc[2];
    4.48 @@ -60,9 +59,16 @@
    4.49  
    4.50  static unsigned int chess_tex;
    4.51  
    4.52 +static float cam_theta, cam_phi;
    4.53 +
    4.54  
    4.55  int main(int argc, char **argv)
    4.56  {
    4.57 +	unsigned int msec, prev_frame_msec;
    4.58 +
    4.59 +	if(parse_args(argc, argv) == -1) {
    4.60 +		return 1;
    4.61 +	}
    4.62  	if(init() == -1) {
    4.63  		return 1;
    4.64  	}
    4.65 @@ -74,7 +80,16 @@
    4.66  				goto done;
    4.67  			}
    4.68  		}
    4.69 -		display();
    4.70 +
    4.71 +		msec = SDL_GetTicks();
    4.72 +		update_shots((msec - prev_frame_msec) / 1000.0);
    4.73 +		prev_frame_msec = msec;
    4.74 +
    4.75 +		if(use_rift) {
    4.76 +			display_rift();
    4.77 +		} else {
    4.78 +			display();
    4.79 +		}
    4.80  	}
    4.81  
    4.82  done:
    4.83 @@ -85,11 +100,13 @@
    4.84  
    4.85  int init(void)
    4.86  {
    4.87 -	int i, x, y;
    4.88 +	int x, y;
    4.89  	unsigned int flags;
    4.90  
    4.91 -	/* libovr must be initialized before we create the OpenGL context */
    4.92 -	ovr_Initialize();
    4.93 +	if(use_rift) {
    4.94 +		/* libovr must be initialized before we create the OpenGL context */
    4.95 +		ovr_Initialize();
    4.96 +	}
    4.97  
    4.98  	SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER);
    4.99  
   4.100 @@ -106,6 +123,31 @@
   4.101  
   4.102  	glewInit();
   4.103  
   4.104 +	if(use_rift && init_rift() == -1) {
   4.105 +		return -1;
   4.106 +	}
   4.107 +
   4.108 +	if(init_shots() == -1) {
   4.109 +		return -1;
   4.110 +	}
   4.111 +
   4.112 +	glEnable(GL_DEPTH_TEST);
   4.113 +	glEnable(GL_CULL_FACE);
   4.114 +	glEnable(GL_LIGHTING);
   4.115 +	glEnable(GL_LIGHT0);
   4.116 +	glEnable(GL_LIGHT1);
   4.117 +	glEnable(GL_NORMALIZE);
   4.118 +
   4.119 +	glClearColor(0.1, 0.1, 0.1, 1);
   4.120 +
   4.121 +	chess_tex = gen_chess_tex(1.0, 0.7, 0.4, 0.4, 0.7, 1.0);
   4.122 +	return 0;
   4.123 +}
   4.124 +
   4.125 +int init_rift(void)
   4.126 +{
   4.127 +	int i;
   4.128 +
   4.129  	if(!(hmd = ovrHmd_Create(0))) {
   4.130  		fprintf(stderr, "failed to open Oculus HMD, falling back to virtual debug HMD\n");
   4.131  		if(!(hmd = ovrHmd_CreateDebug(ovrHmd_DK2))) {
   4.132 @@ -192,26 +234,17 @@
   4.133  
   4.134  	/* disable the retarded "health and safety warning" */
   4.135  	ovrhmd_EnableHSWDisplaySDKRender(hmd, 0);
   4.136 -
   4.137 -	glEnable(GL_DEPTH_TEST);
   4.138 -	glEnable(GL_CULL_FACE);
   4.139 -	glEnable(GL_LIGHTING);
   4.140 -	glEnable(GL_LIGHT0);
   4.141 -	glEnable(GL_LIGHT1);
   4.142 -	glEnable(GL_NORMALIZE);
   4.143 -
   4.144 -	glClearColor(0.1, 0.1, 0.1, 1);
   4.145 -
   4.146 -	chess_tex = gen_chess_tex(1.0, 0.7, 0.4, 0.4, 0.7, 1.0);
   4.147  	return 0;
   4.148  }
   4.149  
   4.150  void cleanup(void)
   4.151  {
   4.152 -	if(hmd) {
   4.153 -		ovrHmd_Destroy(hmd);
   4.154 +	if(use_rift) {
   4.155 +		if(hmd) {
   4.156 +			ovrHmd_Destroy(hmd);
   4.157 +		}
   4.158 +		ovr_Shutdown();
   4.159  	}
   4.160 -	ovr_Shutdown();
   4.161  
   4.162  	SDL_Quit();
   4.163  }
   4.164 @@ -226,18 +259,22 @@
   4.165  		 * to the rift's part of the desktop before going fullscreen
   4.166  		 */
   4.167  		SDL_GetWindowPosition(win, &prev_x, &prev_y);
   4.168 -		SDL_SetWindowPosition(win, hmd->WindowsPos.x, hmd->WindowsPos.y);
   4.169 +		if(use_rift) {
   4.170 +			SDL_SetWindowPosition(win, hmd->WindowsPos.x, hmd->WindowsPos.y);
   4.171 +		}
   4.172  		SDL_SetWindowFullscreen(win, SDL_WINDOW_FULLSCREEN_DESKTOP);
   4.173  
   4.174  #ifdef OVR_OS_LINUX
   4.175 -		/* on linux for now we have to deal with screen rotation during rendering. The docs are promoting
   4.176 -		 * not rotating the DK2 screen globally
   4.177 -		 */
   4.178 -		glcfg.OGL.Header.BackBufferSize.w = hmd->Resolution.h;
   4.179 -		glcfg.OGL.Header.BackBufferSize.h = hmd->Resolution.w;
   4.180 +		if(use_rift) {
   4.181 +			/* on linux for now we have to deal with screen rotation during rendering. The docs are promoting
   4.182 +			 * not rotating the DK2 screen globally
   4.183 +			 */
   4.184 +			glcfg.OGL.Header.BackBufferSize.w = hmd->Resolution.h;
   4.185 +			glcfg.OGL.Header.BackBufferSize.h = hmd->Resolution.w;
   4.186  
   4.187 -		distort_caps |= ovrDistortionCap_LinuxDevFullscreen;
   4.188 -		ovrHmd_ConfigureRendering(hmd, &glcfg.Config, distort_caps, hmd->DefaultEyeFov, eye_rdesc);
   4.189 +			distort_caps |= ovrDistortionCap_LinuxDevFullscreen;
   4.190 +			ovrHmd_ConfigureRendering(hmd, &glcfg.Config, distort_caps, hmd->DefaultEyeFov, eye_rdesc);
   4.191 +		}
   4.192  #endif
   4.193  	} else {
   4.194  		/* return to windowed mode and move the window back to its original position */
   4.195 @@ -245,16 +282,38 @@
   4.196  		SDL_SetWindowPosition(win, prev_x, prev_y);
   4.197  
   4.198  #ifdef OVR_OS_LINUX
   4.199 -		glcfg.OGL.Header.BackBufferSize = hmd->Resolution;
   4.200 +		if(use_rift) {
   4.201 +			glcfg.OGL.Header.BackBufferSize = hmd->Resolution;
   4.202  
   4.203 -		distort_caps &= ~ovrDistortionCap_LinuxDevFullscreen;
   4.204 -		ovrHmd_ConfigureRendering(hmd, &glcfg.Config, distort_caps, hmd->DefaultEyeFov, eye_rdesc);
   4.205 +			distort_caps &= ~ovrDistortionCap_LinuxDevFullscreen;
   4.206 +			ovrHmd_ConfigureRendering(hmd, &glcfg.Config, distort_caps, hmd->DefaultEyeFov, eye_rdesc);
   4.207 +		}
   4.208  #endif
   4.209  	}
   4.210  }
   4.211  
   4.212  void display(void)
   4.213  {
   4.214 +	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
   4.215 +
   4.216 +	glMatrixMode(GL_PROJECTION);
   4.217 +	glLoadIdentity();
   4.218 +	gluPerspective(50.0, (float)win_width / (float)win_height, 0.5, 500.0);
   4.219 +
   4.220 +	glMatrixMode(GL_MODELVIEW);
   4.221 +	glLoadIdentity();
   4.222 +	glRotatef(cam_phi, 1, 0, 0);
   4.223 +	glRotatef(cam_theta, 0, 1, 0);
   4.224 +	glTranslatef(0, -1.6, 0);	/* player height */
   4.225 +
   4.226 +	draw_scene();
   4.227 +
   4.228 +	SDL_GL_SwapWindow(win);
   4.229 +	assert(glGetError() == GL_NO_ERROR);
   4.230 +}
   4.231 +
   4.232 +void display_rift(void)
   4.233 +{
   4.234  	int i;
   4.235  	ovrMatrix4f proj;
   4.236  	ovrPosef pose[2];
   4.237 @@ -330,6 +389,8 @@
   4.238  {
   4.239  	win_width = x;
   4.240  	win_height = y;
   4.241 +
   4.242 +	glViewport(0, 0, x, y);
   4.243  }
   4.244  
   4.245  void draw_scene(void)
   4.246 @@ -390,6 +451,33 @@
   4.247  	glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, col);
   4.248  	draw_box(0.05, 1.2, 6, 1.0);
   4.249  	draw_box(6, 1.2, 0.05, 1.0);
   4.250 +
   4.251 +	/* draw laser sight */
   4.252 +	glPushMatrix();
   4.253 +	glTranslatef(0, GUN_Y, 0);
   4.254 +	glRotatef(-cam_theta, 0, 1, 0);
   4.255 +	glRotatef(-cam_phi, 1, 0, 0);
   4.256 +
   4.257 +	glPushAttrib(GL_ENABLE_BIT);
   4.258 +	glDisable(GL_LIGHTING);
   4.259 +	glEnable(GL_BLEND);
   4.260 +	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
   4.261 +
   4.262 +	glDepthMask(0);
   4.263 +	glLineWidth(3.0);
   4.264 +
   4.265 +	glBegin(GL_LINES);
   4.266 +	glColor4f(1.0, 0.2, 0.15, 0.4);
   4.267 +	glVertex3f(0, 0, 0);
   4.268 +	glVertex3f(0, 0, -100.0);
   4.269 +	glEnd();
   4.270 +	glLineWidth(1.0);
   4.271 +
   4.272 +	glPopAttrib();
   4.273 +
   4.274 +	glPopMatrix();
   4.275 +
   4.276 +	draw_shots();
   4.277  }
   4.278  
   4.279  void draw_box(float xsz, float ysz, float zsz, float norm_sign)
   4.280 @@ -486,6 +574,20 @@
   4.281  	printf("created render target: %dx%d (texture size: %dx%d)\n", width, height, fb_tex_width, fb_tex_height);
   4.282  }
   4.283  
   4.284 +void fire(void)
   4.285 +{
   4.286 +	vec3_t pos = {0, GUN_Y, 0};
   4.287 +	vec3_t dir;
   4.288 +	float theta = DEG_TO_RAD(cam_theta);
   4.289 +	float phi = DEG_TO_RAD(cam_phi);
   4.290 +
   4.291 +	dir.x = -sin(-theta) * cos(phi);
   4.292 +	dir.y = -sin(phi);
   4.293 +	dir.z = -cos(-theta) * cos(phi);
   4.294 +
   4.295 +	shoot(pos, v3_scale(dir, 10.0));
   4.296 +}
   4.297 +
   4.298  int handle_event(SDL_Event *ev)
   4.299  {
   4.300  	switch(ev->type) {
   4.301 @@ -502,6 +604,34 @@
   4.302  	case SDL_WINDOWEVENT:
   4.303  		if(ev->window.event == SDL_WINDOWEVENT_RESIZED) {
   4.304  			reshape(ev->window.data1, ev->window.data2);
   4.305 +		} else if(ev->window.event == SDL_WINDOWEVENT_SHOWN) {
   4.306 +			int xsz, ysz;
   4.307 +			SDL_GetWindowSize(win, &xsz, &ysz);
   4.308 +			reshape(xsz, ysz);
   4.309 +		}
   4.310 +		break;
   4.311 +
   4.312 +	case SDL_MOUSEBUTTONDOWN:
   4.313 +		if(ev->button.button == SDL_BUTTON_LEFT) {
   4.314 +			fire();
   4.315 +		}
   4.316 +		break;
   4.317 +
   4.318 +	case SDL_MOUSEMOTION:
   4.319 +		{
   4.320 +			static int prev_x, prev_y;
   4.321 +			int dx = ev->motion.x - prev_x;
   4.322 +			int dy = ev->motion.y - prev_y;
   4.323 +			prev_x = ev->motion.x;
   4.324 +			prev_y = ev->motion.y;
   4.325 +
   4.326 +			if(ev->motion.state & SDL_BUTTON_RMASK) {
   4.327 +				cam_theta += dx * 0.5;
   4.328 +				cam_phi += dy * 0.5;
   4.329 +
   4.330 +				if(cam_phi < -90) cam_phi = -90;
   4.331 +				if(cam_phi > 90) cam_phi = 90;
   4.332 +			}
   4.333  		}
   4.334  		break;
   4.335  
   4.336 @@ -628,3 +758,23 @@
   4.337  
   4.338  	return tex;
   4.339  }
   4.340 +
   4.341 +int parse_args(int argc, char **argv)
   4.342 +{
   4.343 +	int i;
   4.344 +
   4.345 +	for(i=1; i<argc; i++) {
   4.346 +		if(argv[i][0] == '-') {
   4.347 +			if(strcmp(argv[i], "-novr") == 0) {
   4.348 +				use_rift = 0;
   4.349 +			} else {
   4.350 +				fprintf(stderr, "invalid option: %s\n", argv[i]);
   4.351 +				return -1;
   4.352 +			}
   4.353 +		} else {
   4.354 +			fprintf(stderr, "unexpected argument: %s\n", argv[i]);
   4.355 +			return -1;
   4.356 +		}
   4.357 +	}
   4.358 +	return 0;
   4.359 +}
     5.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     5.2 +++ b/src/projectile.c	Thu Jan 22 06:19:52 2015 +0200
     5.3 @@ -0,0 +1,124 @@
     5.4 +#include <stdlib.h>
     5.5 +#include <GL/glew.h>
     5.6 +#include "projectile.h"
     5.7 +#include "sdr.h"
     5.8 +
     5.9 +#define MAX_DIST_SQ		(100.0 * 100.0)
    5.10 +
    5.11 +struct projectile {
    5.12 +	vec3_t pos, vel;
    5.13 +	struct projectile *next;
    5.14 +};
    5.15 +
    5.16 +static struct projectile *plist, *ptail;
    5.17 +static unsigned int prog;
    5.18 +
    5.19 +int init_shots(void)
    5.20 +{
    5.21 +	if(!(prog = create_program_load("sdr/psprite.v.glsl", "sdr/psprite.p.glsl"))) {
    5.22 +		return -1;
    5.23 +	}
    5.24 +	return 0;
    5.25 +}
    5.26 +
    5.27 +void shoot(vec3_t orig, vec3_t dir)
    5.28 +{
    5.29 +	struct projectile *p;
    5.30 +
    5.31 +	if(!(p = malloc(sizeof *p))) {
    5.32 +		return;
    5.33 +	}
    5.34 +	p->pos = orig;
    5.35 +	p->vel = dir;
    5.36 +	p->next = 0;
    5.37 +
    5.38 +	if(plist) {
    5.39 +		ptail->next = p;
    5.40 +		ptail = p;
    5.41 +	} else {
    5.42 +		plist = ptail = p;
    5.43 +	}
    5.44 +}
    5.45 +
    5.46 +void update_shots(float dt)
    5.47 +{
    5.48 +	struct projectile dummy, *pp;
    5.49 +
    5.50 +	dummy.next = plist;
    5.51 +	pp = &dummy;
    5.52 +
    5.53 +	while(pp->next) {
    5.54 +		struct projectile *p = pp->next;
    5.55 +
    5.56 +		p->pos = v3_add(p->pos, v3_scale(p->vel, dt));
    5.57 +
    5.58 +		if(v3_length_sq(p->pos) > MAX_DIST_SQ) {
    5.59 +			void *tmp = p;
    5.60 +			pp->next = p->next;
    5.61 +			free(tmp);
    5.62 +		} else {
    5.63 +			pp = pp->next;
    5.64 +		}
    5.65 +	}
    5.66 +
    5.67 +	plist = dummy.next;
    5.68 +}
    5.69 +
    5.70 +void draw_shots(void)
    5.71 +{
    5.72 +	int vp[4];
    5.73 +	struct projectile *p = plist;
    5.74 +
    5.75 +	glPushAttrib(GL_ENABLE_BIT);
    5.76 +
    5.77 +	glEnable(GL_BLEND);
    5.78 +	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    5.79 +
    5.80 +	glDepthMask(0);
    5.81 +
    5.82 +	glEnable(GL_POINT_SPRITE);
    5.83 +	glEnable(GL_PROGRAM_POINT_SIZE);
    5.84 +	glUseProgram(prog);
    5.85 +
    5.86 +	glGetIntegerv(GL_VIEWPORT, vp);
    5.87 +	if(set_uniform_float2(prog, "viewport", vp[2], vp[3]) == -1) {
    5.88 +		fprintf(stderr, "failed to set viewport\n");
    5.89 +	}
    5.90 +
    5.91 +	glBegin(GL_POINTS);
    5.92 +
    5.93 +	while(p) {
    5.94 +		glVertex3f(p->pos.x, p->pos.y, p->pos.z);
    5.95 +		p = p->next;
    5.96 +	}
    5.97 +
    5.98 +	glEnd();
    5.99 +
   5.100 +	glDepthMask(1);
   5.101 +
   5.102 +	glUseProgram(0);
   5.103 +	glPopAttrib();
   5.104 +
   5.105 +
   5.106 +	glDisable(GL_LIGHTING);
   5.107 +	glBegin(GL_LINES);
   5.108 +	glColor3f(0, 1, 0);
   5.109 +	p = plist;
   5.110 +	while(p) {
   5.111 +		float x0 = p->pos.x - 0.5;
   5.112 +		float y0 = p->pos.y - 0.5;
   5.113 +		float x1 = p->pos.x + 0.5;
   5.114 +		float y1 = p->pos.y + 0.5;
   5.115 +		glVertex3f(x0, y0, p->pos.z);
   5.116 +		glVertex3f(x1, y0, p->pos.z);
   5.117 +		glVertex3f(x1, y0, p->pos.z);
   5.118 +		glVertex3f(x1, y1, p->pos.z);
   5.119 +		glVertex3f(x1, y1, p->pos.z);
   5.120 +		glVertex3f(x0, y1, p->pos.z);
   5.121 +		glVertex3f(x0, y1, p->pos.z);
   5.122 +		glVertex3f(x0, y0, p->pos.z);
   5.123 +		p = p->next;
   5.124 +	}
   5.125 +	glEnd();
   5.126 +	glEnable(GL_LIGHTING);
   5.127 +}
     6.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     6.2 +++ b/src/projectile.h	Thu Jan 22 06:19:52 2015 +0200
     6.3 @@ -0,0 +1,13 @@
     6.4 +#ifndef PROJECTILE_H_
     6.5 +#define PROJECTILE_H_
     6.6 +
     6.7 +#include <vmath/vmath.h>
     6.8 +
     6.9 +int init_shots(void);
    6.10 +
    6.11 +void shoot(vec3_t orig, vec3_t dir);
    6.12 +
    6.13 +void update_shots(float dt);
    6.14 +void draw_shots(void);
    6.15 +
    6.16 +#endif	/* PROJECTILE_H_ */
     7.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     7.2 +++ b/src/sdr.c	Thu Jan 22 06:19:52 2015 +0200
     7.3 @@ -0,0 +1,427 @@
     7.4 +/*
     7.5 +Printblobs - halftoning display hack
     7.6 +Copyright (C) 2013  John Tsiombikas <nuclear@member.fsf.org>
     7.7 +
     7.8 +This program is free software: you can redistribute it and/or modify
     7.9 +it under the terms of the GNU General Public License as published by
    7.10 +the Free Software Foundation, either version 3 of the License, or
    7.11 +(at your option) any later version.
    7.12 +
    7.13 +This program is distributed in the hope that it will be useful,
    7.14 +but WITHOUT ANY WARRANTY; without even the implied warranty of
    7.15 +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
    7.16 +GNU General Public License for more details.
    7.17 +
    7.18 +You should have received a copy of the GNU General Public License
    7.19 +along with this program.  If not, see <http://www.gnu.org/licenses/>.
    7.20 +*/
    7.21 +#include <stdio.h>
    7.22 +#include <stdlib.h>
    7.23 +#include <string.h>
    7.24 +#include <errno.h>
    7.25 +#include <stdarg.h>
    7.26 +#include <assert.h>
    7.27 +#include <GL/glew.h>
    7.28 +
    7.29 +#if defined(unix) || defined(__unix__)
    7.30 +#include <unistd.h>
    7.31 +#include <sys/stat.h>
    7.32 +#endif	/* unix */
    7.33 +
    7.34 +#include "sdr.h"
    7.35 +
    7.36 +static const char *sdrtypestr(unsigned int sdrtype);
    7.37 +
    7.38 +unsigned int create_vertex_shader(const char *src)
    7.39 +{
    7.40 +	return create_shader(src, GL_VERTEX_SHADER);
    7.41 +}
    7.42 +
    7.43 +unsigned int create_pixel_shader(const char *src)
    7.44 +{
    7.45 +	return create_shader(src, GL_FRAGMENT_SHADER);
    7.46 +}
    7.47 +
    7.48 +unsigned int create_tessctl_shader(const char *src)
    7.49 +{
    7.50 +	return create_shader(src, GL_TESS_CONTROL_SHADER);
    7.51 +}
    7.52 +
    7.53 +unsigned int create_tesseval_shader(const char *src)
    7.54 +{
    7.55 +	return create_shader(src, GL_TESS_EVALUATION_SHADER);
    7.56 +}
    7.57 +
    7.58 +unsigned int create_geometry_shader(const char *src)
    7.59 +{
    7.60 +	return create_shader(src, GL_GEOMETRY_SHADER);
    7.61 +}
    7.62 +
    7.63 +unsigned int create_shader(const char *src, unsigned int sdr_type)
    7.64 +{
    7.65 +	unsigned int sdr;
    7.66 +	int success, info_len;
    7.67 +	char *info_str = 0;
    7.68 +	GLenum err;
    7.69 +
    7.70 +	sdr = glCreateShader(sdr_type);
    7.71 +	assert(glGetError() == GL_NO_ERROR);
    7.72 +	glShaderSource(sdr, 1, &src, 0);
    7.73 +	err = glGetError();
    7.74 +	assert(err == GL_NO_ERROR);
    7.75 +	glCompileShader(sdr);
    7.76 +	assert(glGetError() == GL_NO_ERROR);
    7.77 +
    7.78 +	glGetShaderiv(sdr, GL_COMPILE_STATUS, &success);
    7.79 +	assert(glGetError() == GL_NO_ERROR);
    7.80 +	glGetShaderiv(sdr, GL_INFO_LOG_LENGTH, &info_len);
    7.81 +	assert(glGetError() == GL_NO_ERROR);
    7.82 +
    7.83 +	if(info_len) {
    7.84 +		if((info_str = malloc(info_len + 1))) {
    7.85 +			glGetShaderInfoLog(sdr, info_len, 0, info_str);
    7.86 +			assert(glGetError() == GL_NO_ERROR);
    7.87 +		}
    7.88 +	}
    7.89 +
    7.90 +	if(success) {
    7.91 +		fprintf(stderr, info_str ? "done: %s\n" : "done\n", info_str);
    7.92 +	} else {
    7.93 +		fprintf(stderr, info_str ? "failed: %s\n" : "failed\n", info_str);
    7.94 +		glDeleteShader(sdr);
    7.95 +		sdr = 0;
    7.96 +	}
    7.97 +
    7.98 +	free(info_str);
    7.99 +	return sdr;
   7.100 +}
   7.101 +
   7.102 +void free_shader(unsigned int sdr)
   7.103 +{
   7.104 +	glDeleteShader(sdr);
   7.105 +}
   7.106 +
   7.107 +unsigned int load_vertex_shader(const char *fname)
   7.108 +{
   7.109 +	return load_shader(fname, GL_VERTEX_SHADER);
   7.110 +}
   7.111 +
   7.112 +unsigned int load_pixel_shader(const char *fname)
   7.113 +{
   7.114 +	return load_shader(fname, GL_FRAGMENT_SHADER);
   7.115 +}
   7.116 +
   7.117 +unsigned int load_tessctl_shader(const char *fname)
   7.118 +{
   7.119 +	return load_shader(fname, GL_TESS_CONTROL_SHADER);
   7.120 +}
   7.121 +
   7.122 +unsigned int load_tesseval_shader(const char *fname)
   7.123 +{
   7.124 +	return load_shader(fname, GL_TESS_EVALUATION_SHADER);
   7.125 +}
   7.126 +
   7.127 +unsigned int load_geometry_shader(const char *fname)
   7.128 +{
   7.129 +	return load_shader(fname, GL_GEOMETRY_SHADER);
   7.130 +}
   7.131 +
   7.132 +unsigned int load_shader(const char *fname, unsigned int sdr_type)
   7.133 +{
   7.134 +#if defined(unix) || defined(__unix__)
   7.135 +	struct stat st;
   7.136 +#endif
   7.137 +	unsigned int sdr;
   7.138 +	size_t filesize;
   7.139 +	FILE *fp;
   7.140 +	char *src;
   7.141 +
   7.142 +	if(!(fp = fopen(fname, "r"))) {
   7.143 +		fprintf(stderr, "failed to open shader %s: %s\n", fname, strerror(errno));
   7.144 +		return 0;
   7.145 +	}
   7.146 +
   7.147 +#if defined(unix) || defined(__unix__)
   7.148 +	fstat(fileno(fp), &st);
   7.149 +	filesize = st.st_size;
   7.150 +#else
   7.151 +	fseek(fp, 0, SEEK_END);
   7.152 +	filesize = ftell(fp);
   7.153 +	fseek(fp, 0, SEEK_SET);
   7.154 +#endif	/* unix */
   7.155 +
   7.156 +	if(!(src = malloc(filesize + 1))) {
   7.157 +		fclose(fp);
   7.158 +		return 0;
   7.159 +	}
   7.160 +	fread(src, 1, filesize, fp);
   7.161 +	src[filesize] = 0;
   7.162 +	fclose(fp);
   7.163 +
   7.164 +	fprintf(stderr, "compiling %s shader: %s... ", sdrtypestr(sdr_type), fname);
   7.165 +	sdr = create_shader(src, sdr_type);
   7.166 +
   7.167 +	free(src);
   7.168 +	return sdr;
   7.169 +}
   7.170 +
   7.171 +
   7.172 +unsigned int get_vertex_shader(const char *fname)
   7.173 +{
   7.174 +	return get_shader(fname, GL_VERTEX_SHADER);
   7.175 +}
   7.176 +
   7.177 +unsigned int get_pixel_shader(const char *fname)
   7.178 +{
   7.179 +	return get_shader(fname, GL_FRAGMENT_SHADER);
   7.180 +}
   7.181 +
   7.182 +unsigned int get_tessctl_shader(const char *fname)
   7.183 +{
   7.184 +	return get_shader(fname, GL_TESS_CONTROL_SHADER);
   7.185 +}
   7.186 +
   7.187 +unsigned int get_tesseval_shader(const char *fname)
   7.188 +{
   7.189 +	return get_shader(fname, GL_TESS_EVALUATION_SHADER);
   7.190 +}
   7.191 +
   7.192 +unsigned int get_geometry_shader(const char *fname)
   7.193 +{
   7.194 +	return get_shader(fname, GL_GEOMETRY_SHADER);
   7.195 +}
   7.196 +
   7.197 +unsigned int get_shader(const char *fname, unsigned int sdr_type)
   7.198 +{
   7.199 +	unsigned int sdr;
   7.200 +	if(!(sdr = load_shader(fname, sdr_type))) {
   7.201 +		return 0;
   7.202 +	}
   7.203 +	return sdr;
   7.204 +}
   7.205 +
   7.206 +
   7.207 +/* ---- gpu programs ---- */
   7.208 +
   7.209 +unsigned int create_program(void)
   7.210 +{
   7.211 +	unsigned int prog = glCreateProgram();
   7.212 +	assert(glGetError() == GL_NO_ERROR);
   7.213 +	return prog;
   7.214 +}
   7.215 +
   7.216 +unsigned int create_program_link(unsigned int sdr0, ...)
   7.217 +{
   7.218 +	unsigned int prog, sdr;
   7.219 +	va_list ap;
   7.220 +
   7.221 +	if(!(prog = create_program())) {
   7.222 +		return 0;
   7.223 +	}
   7.224 +
   7.225 +	attach_shader(prog, sdr0);
   7.226 +	if(glGetError()) {
   7.227 +		return 0;
   7.228 +	}
   7.229 +
   7.230 +	va_start(ap, sdr0);
   7.231 +	while((sdr = va_arg(ap, unsigned int))) {
   7.232 +		attach_shader(prog, sdr);
   7.233 +		if(glGetError()) {
   7.234 +			return 0;
   7.235 +		}
   7.236 +	}
   7.237 +	va_end(ap);
   7.238 +
   7.239 +	if(link_program(prog) == -1) {
   7.240 +		free_program(prog);
   7.241 +		return 0;
   7.242 +	}
   7.243 +	return prog;
   7.244 +}
   7.245 +
   7.246 +unsigned int create_program_load(const char *vfile, const char *pfile)
   7.247 +{
   7.248 +	unsigned int vs = 0, ps = 0;
   7.249 +
   7.250 +	if(vfile && *vfile && !(vs = get_vertex_shader(vfile))) {
   7.251 +		return 0;
   7.252 +	}
   7.253 +	if(pfile && *pfile && !(ps = get_pixel_shader(pfile))) {
   7.254 +		return 0;
   7.255 +	}
   7.256 +	return create_program_link(vs, ps, 0);
   7.257 +}
   7.258 +
   7.259 +void free_program(unsigned int sdr)
   7.260 +{
   7.261 +	glDeleteProgram(sdr);
   7.262 +}
   7.263 +
   7.264 +void attach_shader(unsigned int prog, unsigned int sdr)
   7.265 +{
   7.266 +	glAttachShader(prog, sdr);
   7.267 +	assert(glGetError() == GL_NO_ERROR);
   7.268 +}
   7.269 +
   7.270 +int link_program(unsigned int prog)
   7.271 +{
   7.272 +	int linked, info_len, retval = 0;
   7.273 +	char *info_str = 0;
   7.274 +
   7.275 +	glLinkProgram(prog);
   7.276 +	assert(glGetError() == GL_NO_ERROR);
   7.277 +	glGetProgramiv(prog, GL_LINK_STATUS, &linked);
   7.278 +	assert(glGetError() == GL_NO_ERROR);
   7.279 +	glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &info_len);
   7.280 +	assert(glGetError() == GL_NO_ERROR);
   7.281 +
   7.282 +	if(info_len) {
   7.283 +		if((info_str = malloc(info_len + 1))) {
   7.284 +			glGetProgramInfoLog(prog, info_len, 0, info_str);
   7.285 +			assert(glGetError() == GL_NO_ERROR);
   7.286 +		}
   7.287 +	}
   7.288 +
   7.289 +	if(linked) {
   7.290 +		fprintf(stderr, info_str ? "linking done: %s\n" : "linking done\n", info_str);
   7.291 +	} else {
   7.292 +		fprintf(stderr, info_str ? "linking failed: %s\n" : "linking failed\n", info_str);
   7.293 +		retval = -1;
   7.294 +	}
   7.295 +
   7.296 +	free(info_str);
   7.297 +	return retval;
   7.298 +}
   7.299 +
   7.300 +int bind_program(unsigned int prog)
   7.301 +{
   7.302 +	GLenum err;
   7.303 +
   7.304 +	glUseProgram(prog);
   7.305 +	if(prog && (err = glGetError()) != GL_NO_ERROR) {
   7.306 +		/* maybe the program is not linked, try linking first */
   7.307 +		if(err == GL_INVALID_OPERATION) {
   7.308 +			if(link_program(prog) == -1) {
   7.309 +				return -1;
   7.310 +			}
   7.311 +			glUseProgram(prog);
   7.312 +			return glGetError() == GL_NO_ERROR ? 0 : -1;
   7.313 +		}
   7.314 +		return -1;
   7.315 +	}
   7.316 +	return 0;
   7.317 +}
   7.318 +
   7.319 +/* ugly but I'm not going to write the same bloody code over and over */
   7.320 +#define BEGIN_UNIFORM_CODE \
   7.321 +	int loc, curr_prog; \
   7.322 +	glGetIntegerv(GL_CURRENT_PROGRAM, &curr_prog); \
   7.323 +	if((unsigned int)curr_prog != prog && bind_program(prog) == -1) { \
   7.324 +		return -1; \
   7.325 +	} \
   7.326 +	if((loc = glGetUniformLocation(prog, name)) != -1)
   7.327 +
   7.328 +#define END_UNIFORM_CODE \
   7.329 +	if((unsigned int)curr_prog != prog) { \
   7.330 +		bind_program(curr_prog); \
   7.331 +	} \
   7.332 +	return loc == -1 ? -1 : 0
   7.333 +
   7.334 +int set_uniform_int(unsigned int prog, const char *name, int val)
   7.335 +{
   7.336 +	BEGIN_UNIFORM_CODE {
   7.337 +		glUniform1i(loc, val);
   7.338 +	}
   7.339 +	END_UNIFORM_CODE;
   7.340 +}
   7.341 +
   7.342 +int set_uniform_float(unsigned int prog, const char *name, float val)
   7.343 +{
   7.344 +	BEGIN_UNIFORM_CODE {
   7.345 +		glUniform1f(loc, val);
   7.346 +	}
   7.347 +	END_UNIFORM_CODE;
   7.348 +}
   7.349 +
   7.350 +int set_uniform_float2(unsigned int prog, const char *name, float x, float y)
   7.351 +{
   7.352 +	BEGIN_UNIFORM_CODE {
   7.353 +		glUniform2f(loc, x, y);
   7.354 +	}
   7.355 +	END_UNIFORM_CODE;
   7.356 +}
   7.357 +
   7.358 +int set_uniform_float3(unsigned int prog, const char *name, float x, float y, float z)
   7.359 +{
   7.360 +	BEGIN_UNIFORM_CODE {
   7.361 +		glUniform3f(loc, x, y, z);
   7.362 +	}
   7.363 +	END_UNIFORM_CODE;
   7.364 +}
   7.365 +
   7.366 +int set_uniform_float4(unsigned int prog, const char *name, float x, float y, float z, float w)
   7.367 +{
   7.368 +	BEGIN_UNIFORM_CODE {
   7.369 +		glUniform4f(loc, x, y, z, w);
   7.370 +	}
   7.371 +	END_UNIFORM_CODE;
   7.372 +}
   7.373 +
   7.374 +int set_uniform_matrix4(unsigned int prog, const char *name, float *mat)
   7.375 +{
   7.376 +	BEGIN_UNIFORM_CODE {
   7.377 +		glUniformMatrix4fv(loc, 1, GL_FALSE, mat);
   7.378 +	}
   7.379 +	END_UNIFORM_CODE;
   7.380 +}
   7.381 +
   7.382 +int set_uniform_matrix4_transposed(unsigned int prog, const char *name, float *mat)
   7.383 +{
   7.384 +	BEGIN_UNIFORM_CODE {
   7.385 +		glUniformMatrix4fv(loc, 1, GL_TRUE, mat);
   7.386 +	}
   7.387 +	END_UNIFORM_CODE;
   7.388 +}
   7.389 +
   7.390 +int get_attrib_loc(unsigned int prog, const char *name)
   7.391 +{
   7.392 +	int loc, curr_prog;
   7.393 +
   7.394 +	glGetIntegerv(GL_CURRENT_PROGRAM, &curr_prog);
   7.395 +	if((unsigned int)curr_prog != prog && bind_program(prog) == -1) {
   7.396 +		return -1;
   7.397 +	}
   7.398 +
   7.399 +	loc = glGetAttribLocation(prog, (char*)name);
   7.400 +
   7.401 +	if((unsigned int)curr_prog != prog) {
   7.402 +		bind_program(curr_prog);
   7.403 +	}
   7.404 +	return loc;
   7.405 +}
   7.406 +
   7.407 +void set_attrib_float3(int attr_loc, float x, float y, float z)
   7.408 +{
   7.409 +	glVertexAttrib3f(attr_loc, x, y, z);
   7.410 +}
   7.411 +
   7.412 +static const char *sdrtypestr(unsigned int sdrtype)
   7.413 +{
   7.414 +	switch(sdrtype) {
   7.415 +	case GL_VERTEX_SHADER:
   7.416 +		return "vertex";
   7.417 +	case GL_FRAGMENT_SHADER:
   7.418 +		return "pixel";
   7.419 +	case GL_TESS_CONTROL_SHADER:
   7.420 +		return "tessellation control";
   7.421 +	case GL_TESS_EVALUATION_SHADER:
   7.422 +		return "tessellation evaluation";
   7.423 +	case GL_GEOMETRY_SHADER:
   7.424 +		return "geometry";
   7.425 +
   7.426 +	default:
   7.427 +		break;
   7.428 +	}
   7.429 +	return "<unknown>";
   7.430 +}
     8.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     8.2 +++ b/src/sdr.h	Thu Jan 22 06:19:52 2015 +0200
     8.3 @@ -0,0 +1,76 @@
     8.4 +/*
     8.5 +Printblobs - halftoning display hack
     8.6 +Copyright (C) 2013  John Tsiombikas <nuclear@member.fsf.org>
     8.7 +
     8.8 +This program is free software: you can redistribute it and/or modify
     8.9 +it under the terms of the GNU General Public License as published by
    8.10 +the Free Software Foundation, either version 3 of the License, or
    8.11 +(at your option) any later version.
    8.12 +
    8.13 +This program is distributed in the hope that it will be useful,
    8.14 +but WITHOUT ANY WARRANTY; without even the implied warranty of
    8.15 +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
    8.16 +GNU General Public License for more details.
    8.17 +
    8.18 +You should have received a copy of the GNU General Public License
    8.19 +along with this program.  If not, see <http://www.gnu.org/licenses/>.
    8.20 +*/
    8.21 +#ifndef SDR_H_
    8.22 +#define SDR_H_
    8.23 +
    8.24 +#ifdef __cplusplus
    8.25 +extern "C" {
    8.26 +#endif	/* __cplusplus */
    8.27 +
    8.28 +/* ---- shaders ---- */
    8.29 +unsigned int create_vertex_shader(const char *src);
    8.30 +unsigned int create_pixel_shader(const char *src);
    8.31 +unsigned int create_tessctl_shader(const char *src);
    8.32 +unsigned int create_tesseval_shader(const char *src);
    8.33 +unsigned int create_geometry_shader(const char *src);
    8.34 +unsigned int create_shader(const char *src, unsigned int sdr_type);
    8.35 +void free_shader(unsigned int sdr);
    8.36 +
    8.37 +unsigned int load_vertex_shader(const char *fname);
    8.38 +unsigned int load_pixel_shader(const char *fname);
    8.39 +unsigned int load_tessctl_shader(const char *fname);
    8.40 +unsigned int load_tesseval_shader(const char *fname);
    8.41 +unsigned int load_geometry_shader(const char *fname);
    8.42 +unsigned int load_shader(const char *src, unsigned int sdr_type);
    8.43 +
    8.44 +unsigned int get_vertex_shader(const char *fname);
    8.45 +unsigned int get_pixel_shader(const char *fname);
    8.46 +unsigned int get_tessctl_shader(const char *fname);
    8.47 +unsigned int get_tesseval_shader(const char *fname);
    8.48 +unsigned int get_geometry_shader(const char *fname);
    8.49 +unsigned int get_shader(const char *fname, unsigned int sdr_type);
    8.50 +
    8.51 +int add_shader(const char *fname, unsigned int sdr);
    8.52 +int remove_shader(const char *fname);
    8.53 +
    8.54 +/* ---- gpu programs ---- */
    8.55 +unsigned int create_program(void);
    8.56 +unsigned int create_program_link(unsigned int sdr0, ...);
    8.57 +unsigned int create_program_load(const char *vfile, const char *pfile);
    8.58 +void free_program(unsigned int sdr);
    8.59 +
    8.60 +void attach_shader(unsigned int prog, unsigned int sdr);
    8.61 +int link_program(unsigned int prog);
    8.62 +int bind_program(unsigned int prog);
    8.63 +
    8.64 +int set_uniform_int(unsigned int prog, const char *name, int val);
    8.65 +int set_uniform_float(unsigned int prog, const char *name, float val);
    8.66 +int set_uniform_float2(unsigned int prog, const char *name, float x, float y);
    8.67 +int set_uniform_float3(unsigned int prog, const char *name, float x, float y, float z);
    8.68 +int set_uniform_float4(unsigned int prog, const char *name, float x, float y, float z, float w);
    8.69 +int set_uniform_matrix4(unsigned int prog, const char *name, float *mat);
    8.70 +int set_uniform_matrix4_transposed(unsigned int prog, const char *name, float *mat);
    8.71 +
    8.72 +int get_attrib_loc(unsigned int prog, const char *name);
    8.73 +void set_attrib_float3(int attr_loc, float x, float y, float z);
    8.74 +
    8.75 +#ifdef __cplusplus
    8.76 +}
    8.77 +#endif	/* __cplusplus */
    8.78 +
    8.79 +#endif	/* SDR_H_ */