rayfract

annotate src/rayfract.cc @ 1:03022062c464

lalal
author John Tsiombikas <nuclear@siggraph.org>
date Tue, 26 Oct 2010 08:45:37 +0300
parents 09bb67c000bc
children bf1d56975cc9
rev   line source
nuclear@0 1 #include <stdio.h>
nuclear@0 2 #include <stdlib.h>
nuclear@0 3 #include <assert.h>
nuclear@0 4 #include <GL/glew.h>
nuclear@0 5 #include <GL/glut.h>
nuclear@0 6 #include <vmath.h>
nuclear@0 7 #include "sdr.h"
nuclear@1 8 #include "gui.h"
nuclear@0 9
nuclear@0 10 void disp();
nuclear@0 11 void reshape(int x, int y);
nuclear@0 12 void keyb(unsigned char key, int x, int y);
nuclear@1 13 void keyb_up(unsigned char key, int x, int y);
nuclear@0 14 void mouse(int bn, int state, int x, int y);
nuclear@0 15 void motion(int x, int y);
nuclear@1 16 void passive_motion(int x, int y);
nuclear@0 17
nuclear@0 18 int load_shader();
nuclear@0 19 unsigned int create_ray_texture(int xsz, int ysz, float vfov, Vector2 *tex_scale = 0);
nuclear@0 20 static Vector3 get_primary_ray_dir(int x, int y, int w, int h, float vfov_deg);
nuclear@0 21 static int round_pow2(int x);
nuclear@0 22
nuclear@0 23 float cam_theta = 0, cam_phi = 0, cam_dist = 4.0;
nuclear@0 24 float cam_y = 0;
nuclear@0 25
nuclear@0 26 unsigned int sdr;
nuclear@0 27 unsigned int ray_tex;
nuclear@0 28 Vector2 tex_scale;
nuclear@0 29 Vector4 seed;
nuclear@0 30 float err_thres = 0.0075;
nuclear@0 31 int iter = 10;
nuclear@1 32 float reflectivity = 0.2;
nuclear@1 33 Vector3 color(0.9, 0.95, 1.0);
nuclear@0 34
nuclear@0 35 int main(int argc, char **argv)
nuclear@0 36 {
nuclear@0 37 int xsz, ysz;
nuclear@0 38
nuclear@0 39 seed = Vector4(0.4, 0.0, 0.0, -0.8);
nuclear@0 40
nuclear@0 41 glutInitWindowSize(640, 480);
nuclear@0 42 glutInit(&argc, argv);
nuclear@0 43 glutInitDisplayMode(GLUT_RGBA | GLUT_DEPTH | GLUT_DOUBLE);
nuclear@0 44 glutCreateWindow("Raytraced Fractals");
nuclear@0 45 xsz = glutGet(GLUT_WINDOW_WIDTH);
nuclear@0 46 ysz = glutGet(GLUT_WINDOW_HEIGHT);
nuclear@0 47
nuclear@0 48 glutDisplayFunc(disp);
nuclear@0 49 glutReshapeFunc(reshape);
nuclear@0 50 glutKeyboardFunc(keyb);
nuclear@1 51 glutKeyboardUpFunc(keyb_up);
nuclear@0 52 glutMouseFunc(mouse);
nuclear@0 53 glutMotionFunc(motion);
nuclear@1 54 glutPassiveMotionFunc(passive_motion);
nuclear@0 55
nuclear@0 56 glEnable(GL_DEPTH_TEST);
nuclear@0 57 glEnable(GL_LIGHTING);
nuclear@0 58 glEnable(GL_LIGHT0);
nuclear@0 59 glEnable(GL_CULL_FACE);
nuclear@0 60
nuclear@0 61 glewInit();
nuclear@0 62
nuclear@0 63 if(load_shader() == -1) {
nuclear@0 64 return 1;
nuclear@0 65 }
nuclear@0 66
nuclear@1 67 if(gui_init(xsz, ysz) == -1) {
nuclear@1 68 return 1;
nuclear@1 69 }
nuclear@1 70
nuclear@0 71 glutMainLoop();
nuclear@0 72 return 0;
nuclear@0 73 }
nuclear@0 74
nuclear@0 75 int load_shader()
nuclear@0 76 {
nuclear@0 77 if(sdr) {
nuclear@0 78 free_program(sdr);
nuclear@0 79 }
nuclear@0 80
nuclear@0 81 if(!(sdr = create_program_load("sdr/sdr.v.glsl", "sdr/julia.p.glsl"))) {
nuclear@0 82 return -1;
nuclear@0 83 }
nuclear@0 84 set_uniform_float4(sdr, "seed", seed.x, seed.y, seed.z, seed.w);
nuclear@0 85 set_uniform_float(sdr, "err_thres", err_thres);
nuclear@0 86 set_uniform_int(sdr, "iter", iter);
nuclear@1 87 set_uniform_float(sdr, "reflectivity", reflectivity);
nuclear@1 88 set_uniform_float3(sdr, "diffuse_color", color.x, color.y, color.z);
nuclear@1 89
nuclear@0 90 return 0;
nuclear@0 91 }
nuclear@0 92
nuclear@0 93 void disp()
nuclear@0 94 {
nuclear@0 95 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
nuclear@0 96
nuclear@0 97 glMatrixMode(GL_MODELVIEW);
nuclear@0 98 glLoadIdentity();
nuclear@0 99 glRotatef(cam_theta, 0, 1, 0);
nuclear@0 100 glRotatef(cam_phi, 1, 0, 0);
nuclear@0 101 glTranslatef(0, 0, -cam_dist);
nuclear@0 102
nuclear@0 103 float lpos[] = {-1, 1, 3, 0};
nuclear@0 104 glLightfv(GL_LIGHT0, GL_POSITION, lpos);
nuclear@0 105
nuclear@0 106
nuclear@0 107 glMatrixMode(GL_TEXTURE);
nuclear@0 108 glPushMatrix();
nuclear@0 109 glScalef(tex_scale.x, tex_scale.y, 1.0);
nuclear@0 110
nuclear@0 111 glBindTexture(GL_TEXTURE_2D, ray_tex);
nuclear@0 112 glEnable(GL_TEXTURE_2D);
nuclear@0 113 bind_program(sdr);
nuclear@0 114
nuclear@0 115 glBegin(GL_QUADS);
nuclear@0 116 glColor3f(1, 1, 1);
nuclear@0 117 glTexCoord2f(0, 1); glVertex2f(-1, -1);
nuclear@0 118 glTexCoord2f(1, 1); glVertex2f(1, -1);
nuclear@0 119 glTexCoord2f(1, 0); glVertex2f(1, 1);
nuclear@0 120 glTexCoord2f(0, 0); glVertex2f(-1, 1);
nuclear@0 121 glEnd();
nuclear@0 122
nuclear@0 123 bind_program(0);
nuclear@0 124 glDisable(GL_TEXTURE_2D);
nuclear@0 125
nuclear@0 126 glMatrixMode(GL_TEXTURE);
nuclear@0 127 glPopMatrix();
nuclear@0 128
nuclear@1 129 gui_draw();
nuclear@1 130
nuclear@0 131 glutSwapBuffers();
nuclear@0 132 assert(glGetError() == GL_NO_ERROR);
nuclear@0 133 }
nuclear@0 134
nuclear@0 135 void reshape(int x, int y)
nuclear@0 136 {
nuclear@0 137 glViewport(0, 0, x, y);
nuclear@0 138 glMatrixMode(GL_PROJECTION);
nuclear@0 139 glLoadIdentity();
nuclear@0 140 gluPerspective(45.0, (float)x / (float)y, 1.0, 1000.0);
nuclear@0 141
nuclear@0 142 if(ray_tex) {
nuclear@0 143 glDeleteTextures(1, &ray_tex);
nuclear@0 144 }
nuclear@0 145 ray_tex = create_ray_texture(x, y, 50.0, &tex_scale);
nuclear@0 146 }
nuclear@0 147
nuclear@0 148
nuclear@0 149 void keyb(unsigned char key, int x, int y)
nuclear@0 150 {
nuclear@0 151 switch(key) {
nuclear@0 152 case 27:
nuclear@0 153 exit(0);
nuclear@0 154
nuclear@0 155 case '-':
nuclear@0 156 if(iter > 1) {
nuclear@0 157 iter--;
nuclear@0 158 set_uniform_int(sdr, "iter", iter);
nuclear@0 159 printf("iter: %d\n", iter);
nuclear@0 160 glutPostRedisplay();
nuclear@0 161 }
nuclear@0 162 break;
nuclear@0 163
nuclear@0 164 case '=':
nuclear@0 165 iter++;
nuclear@0 166 set_uniform_int(sdr, "iter", iter);
nuclear@0 167 printf("iter: %d\n", iter);
nuclear@0 168 glutPostRedisplay();
nuclear@0 169 break;
nuclear@0 170
nuclear@0 171 case ',':
nuclear@0 172 err_thres -= 0.001;
nuclear@0 173 set_uniform_float(sdr, "err_thres", err_thres);
nuclear@0 174 printf("maximum error: %f\n", err_thres);
nuclear@0 175 glutPostRedisplay();
nuclear@0 176 break;
nuclear@0 177
nuclear@0 178 case '.':
nuclear@0 179 err_thres += 0.001;
nuclear@0 180 set_uniform_float(sdr, "err_thres", err_thres);
nuclear@0 181 printf("maximum error: %f\n", err_thres);
nuclear@0 182 glutPostRedisplay();
nuclear@0 183 break;
nuclear@0 184
nuclear@0 185 case 's':
nuclear@0 186 load_shader();
nuclear@0 187 glutPostRedisplay();
nuclear@0 188 break;
nuclear@1 189
nuclear@1 190 case 'r':
nuclear@1 191 reflectivity = reflectivity > 0.0 ? 0.0 : 0.6;
nuclear@1 192 set_uniform_float(sdr, "reflectivity", reflectivity);
nuclear@1 193 glutPostRedisplay();
nuclear@1 194 break;
nuclear@1 195
nuclear@1 196 case '`':
nuclear@1 197 {
nuclear@1 198 static bool vis = true;
nuclear@1 199 vis = !vis;
nuclear@1 200 gui_set_visible(vis);
nuclear@1 201 glutPostRedisplay();
nuclear@1 202 }
nuclear@1 203 break;
nuclear@0 204 }
nuclear@1 205
nuclear@1 206 utk::KeyboardEvent ev(key);
nuclear@1 207 ev.pressed = true;
nuclear@1 208 utk::event(&ev);
nuclear@1 209 glutPostRedisplay();
nuclear@1 210 }
nuclear@1 211
nuclear@1 212 void keyb_up(unsigned char key, int x, int y)
nuclear@1 213 {
nuclear@1 214 utk::KeyboardEvent ev(key);
nuclear@1 215 ev.pressed = false;
nuclear@1 216 utk::event(&ev);
nuclear@1 217 glutPostRedisplay();
nuclear@0 218 }
nuclear@0 219
nuclear@0 220 int bnstate[16];
nuclear@0 221
nuclear@0 222 int prev_x = -1, prev_y;
nuclear@0 223 void mouse(int bn, int state, int x, int y)
nuclear@0 224 {
nuclear@1 225 utk::Container *utkroot = utk::get_root_widget();
nuclear@1 226
nuclear@1 227 if(utkroot->get_child_at(x, y) == utkroot) {
nuclear@1 228 bnstate[bn] = state == GLUT_DOWN ? 1 : 0;
nuclear@1 229 if(state == GLUT_DOWN) {
nuclear@1 230 if(bn == 3) {
nuclear@1 231 cam_dist -= 0.1;
nuclear@1 232 glutPostRedisplay();
nuclear@1 233 if(cam_dist < 0) cam_dist = 0;
nuclear@1 234 } else if(bn == 4) {
nuclear@1 235 cam_dist += 0.1;
nuclear@1 236 glutPostRedisplay();
nuclear@1 237 } else {
nuclear@1 238 prev_x = x;
nuclear@1 239 prev_y = y;
nuclear@1 240 }
nuclear@0 241 } else {
nuclear@1 242 prev_x = -1;
nuclear@0 243 }
nuclear@0 244 }
nuclear@1 245
nuclear@1 246 utk::MButtonEvent ev(bn, x, y);
nuclear@1 247 ev.pressed = state == GLUT_DOWN;
nuclear@1 248 utk::event(&ev);
nuclear@1 249 glutPostRedisplay();
nuclear@0 250 }
nuclear@0 251
nuclear@0 252 void motion(int x, int y)
nuclear@0 253 {
nuclear@0 254 if(bnstate[0]) {
nuclear@0 255 cam_theta += (x - prev_x) * 0.5;
nuclear@0 256 cam_phi += (y - prev_y) * 0.5;
nuclear@0 257
nuclear@0 258 if(cam_phi < -90) cam_phi = -90;
nuclear@0 259 if(cam_phi > 90) cam_phi = 90;
nuclear@0 260
nuclear@0 261 glutPostRedisplay();
nuclear@0 262 }
nuclear@0 263
nuclear@0 264 if(bnstate[1]) {
nuclear@0 265 cam_y += (y - prev_y) * 0.1;
nuclear@0 266 glutPostRedisplay();
nuclear@0 267 }
nuclear@0 268
nuclear@0 269 if(bnstate[2]) {
nuclear@0 270 cam_dist += (y - prev_y) * 0.1;
nuclear@0 271 glutPostRedisplay();
nuclear@0 272 }
nuclear@0 273
nuclear@0 274 prev_x = x;
nuclear@0 275 prev_y = y;
nuclear@1 276
nuclear@1 277 utk::MMotionEvent ev(x, y);
nuclear@1 278 utk::event(&ev);
nuclear@1 279 glutPostRedisplay();
nuclear@1 280 }
nuclear@1 281
nuclear@1 282 void passive_motion(int x, int y)
nuclear@1 283 {
nuclear@1 284 utk::MMotionEvent ev(x, y);
nuclear@1 285 utk::event(&ev);
nuclear@1 286 //glutPostRedisplay();
nuclear@0 287 }
nuclear@0 288
nuclear@0 289 unsigned int create_ray_texture(int xsz, int ysz, float vfov, Vector2 *tex_scale)
nuclear@0 290 {
nuclear@0 291 unsigned int tex;
nuclear@0 292 int tex_xsz = round_pow2(xsz);
nuclear@0 293 int tex_ysz = round_pow2(ysz);
nuclear@0 294 float *teximg, *dir;
nuclear@0 295
nuclear@0 296 teximg = new float[3 * tex_xsz * tex_ysz];
nuclear@0 297 dir = teximg;
nuclear@0 298
nuclear@0 299 for(int i=0; i<tex_ysz; i++) {
nuclear@0 300 for(int j=0; j<tex_xsz; j++) {
nuclear@0 301 if(j < xsz && i < ysz) {
nuclear@0 302 Vector3 rdir = get_primary_ray_dir(j, i, xsz, ysz, vfov);
nuclear@0 303 dir[0] = rdir.x;
nuclear@0 304 dir[1] = rdir.y;
nuclear@0 305 dir[2] = rdir.z;
nuclear@0 306 } else {
nuclear@0 307 dir[0] = dir[1] = 0.0f;
nuclear@0 308 dir[2] = 1.0f;
nuclear@0 309 }
nuclear@0 310
nuclear@0 311 dir += 3;
nuclear@0 312 }
nuclear@0 313 }
nuclear@0 314
nuclear@0 315 glGenTextures(1, &tex);
nuclear@0 316 glBindTexture(GL_TEXTURE_2D, tex);
nuclear@0 317 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
nuclear@0 318 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
nuclear@0 319 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
nuclear@0 320 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
nuclear@0 321 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F_ARB, tex_xsz, tex_ysz, 0, GL_RGB, GL_FLOAT, teximg);
nuclear@0 322 delete [] teximg;
nuclear@0 323
nuclear@0 324 if(tex_scale) {
nuclear@0 325 tex_scale->x = (float)xsz / (float)tex_xsz;
nuclear@0 326 tex_scale->y = (float)ysz / (float)tex_ysz;
nuclear@0 327 }
nuclear@0 328 return tex;
nuclear@0 329 }
nuclear@0 330
nuclear@0 331 static Vector3 get_primary_ray_dir(int x, int y, int w, int h, float vfov_deg)
nuclear@0 332 {
nuclear@0 333 float vfov = M_PI * vfov_deg / 180.0;
nuclear@0 334 float aspect = (float)w / (float)h;
nuclear@0 335
nuclear@0 336 float ysz = 2.0;
nuclear@0 337 float xsz = aspect * ysz;
nuclear@0 338
nuclear@0 339 float px = ((float)x / (float)w) * xsz - xsz / 2.0;
nuclear@0 340 float py = 1.0 - ((float)y / (float)h) * ysz;
nuclear@0 341 float pz = 1.0 / tan(0.5 * vfov);
nuclear@0 342
nuclear@0 343 float mag = sqrt(px * px + py * py + pz * pz);
nuclear@0 344
nuclear@0 345 return Vector3(px / mag, py / mag, pz / mag);
nuclear@0 346 }
nuclear@0 347
nuclear@0 348 static int round_pow2(int x)
nuclear@0 349 {
nuclear@0 350 x--;
nuclear@0 351 x = (x >> 1) | x;
nuclear@0 352 x = (x >> 2) | x;
nuclear@0 353 x = (x >> 4) | x;
nuclear@0 354 x = (x >> 8) | x;
nuclear@0 355 x = (x >> 16) | x;
nuclear@0 356 return x + 1;
nuclear@0 357 }