rayfract

annotate src/rayfract.cc @ 0:09bb67c000bc

ray-fract repository
author John Tsiombikas <nuclear@siggraph.org>
date Thu, 21 Oct 2010 23:39:26 +0300
parents
children 03022062c464
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@0 8
nuclear@0 9 void disp();
nuclear@0 10 void reshape(int x, int y);
nuclear@0 11 void keyb(unsigned char key, int x, int y);
nuclear@0 12 void mouse(int bn, int state, int x, int y);
nuclear@0 13 void motion(int x, int y);
nuclear@0 14
nuclear@0 15 int load_shader();
nuclear@0 16 unsigned int create_ray_texture(int xsz, int ysz, float vfov, Vector2 *tex_scale = 0);
nuclear@0 17 static Vector3 get_primary_ray_dir(int x, int y, int w, int h, float vfov_deg);
nuclear@0 18 static int round_pow2(int x);
nuclear@0 19
nuclear@0 20 float cam_theta = 0, cam_phi = 0, cam_dist = 4.0;
nuclear@0 21 float cam_y = 0;
nuclear@0 22
nuclear@0 23 unsigned int sdr;
nuclear@0 24 unsigned int ray_tex;
nuclear@0 25 Vector2 tex_scale;
nuclear@0 26 Vector4 seed;
nuclear@0 27 float err_thres = 0.0075;
nuclear@0 28 int iter = 10;
nuclear@0 29
nuclear@0 30 int main(int argc, char **argv)
nuclear@0 31 {
nuclear@0 32 int xsz, ysz;
nuclear@0 33
nuclear@0 34 seed = Vector4(0.4, 0.0, 0.0, -0.8);
nuclear@0 35
nuclear@0 36 glutInitWindowSize(640, 480);
nuclear@0 37 glutInit(&argc, argv);
nuclear@0 38 glutInitDisplayMode(GLUT_RGBA | GLUT_DEPTH | GLUT_DOUBLE);
nuclear@0 39 glutCreateWindow("Raytraced Fractals");
nuclear@0 40 xsz = glutGet(GLUT_WINDOW_WIDTH);
nuclear@0 41 ysz = glutGet(GLUT_WINDOW_HEIGHT);
nuclear@0 42
nuclear@0 43 glutDisplayFunc(disp);
nuclear@0 44 glutReshapeFunc(reshape);
nuclear@0 45 glutKeyboardFunc(keyb);
nuclear@0 46 glutMouseFunc(mouse);
nuclear@0 47 glutMotionFunc(motion);
nuclear@0 48
nuclear@0 49 glEnable(GL_DEPTH_TEST);
nuclear@0 50 glEnable(GL_LIGHTING);
nuclear@0 51 glEnable(GL_LIGHT0);
nuclear@0 52 glEnable(GL_CULL_FACE);
nuclear@0 53
nuclear@0 54 glewInit();
nuclear@0 55
nuclear@0 56 if(load_shader() == -1) {
nuclear@0 57 return 1;
nuclear@0 58 }
nuclear@0 59
nuclear@0 60 glutMainLoop();
nuclear@0 61 return 0;
nuclear@0 62 }
nuclear@0 63
nuclear@0 64 int load_shader()
nuclear@0 65 {
nuclear@0 66 if(sdr) {
nuclear@0 67 free_program(sdr);
nuclear@0 68 }
nuclear@0 69
nuclear@0 70 if(!(sdr = create_program_load("sdr/sdr.v.glsl", "sdr/julia.p.glsl"))) {
nuclear@0 71 return -1;
nuclear@0 72 }
nuclear@0 73 set_uniform_float4(sdr, "seed", seed.x, seed.y, seed.z, seed.w);
nuclear@0 74 set_uniform_float(sdr, "err_thres", err_thres);
nuclear@0 75 set_uniform_int(sdr, "iter", iter);
nuclear@0 76 return 0;
nuclear@0 77 }
nuclear@0 78
nuclear@0 79 void disp()
nuclear@0 80 {
nuclear@0 81 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
nuclear@0 82
nuclear@0 83 glMatrixMode(GL_MODELVIEW);
nuclear@0 84 glLoadIdentity();
nuclear@0 85 glRotatef(cam_theta, 0, 1, 0);
nuclear@0 86 glRotatef(cam_phi, 1, 0, 0);
nuclear@0 87 glTranslatef(0, 0, -cam_dist);
nuclear@0 88
nuclear@0 89 float lpos[] = {-1, 1, 3, 0};
nuclear@0 90 glLightfv(GL_LIGHT0, GL_POSITION, lpos);
nuclear@0 91
nuclear@0 92
nuclear@0 93 glMatrixMode(GL_TEXTURE);
nuclear@0 94 glPushMatrix();
nuclear@0 95 glScalef(tex_scale.x, tex_scale.y, 1.0);
nuclear@0 96
nuclear@0 97 glBindTexture(GL_TEXTURE_2D, ray_tex);
nuclear@0 98 glEnable(GL_TEXTURE_2D);
nuclear@0 99 bind_program(sdr);
nuclear@0 100
nuclear@0 101 glBegin(GL_QUADS);
nuclear@0 102 glColor3f(1, 1, 1);
nuclear@0 103 glTexCoord2f(0, 1); glVertex2f(-1, -1);
nuclear@0 104 glTexCoord2f(1, 1); glVertex2f(1, -1);
nuclear@0 105 glTexCoord2f(1, 0); glVertex2f(1, 1);
nuclear@0 106 glTexCoord2f(0, 0); glVertex2f(-1, 1);
nuclear@0 107 glEnd();
nuclear@0 108
nuclear@0 109 bind_program(0);
nuclear@0 110 glDisable(GL_TEXTURE_2D);
nuclear@0 111
nuclear@0 112 glMatrixMode(GL_TEXTURE);
nuclear@0 113 glPopMatrix();
nuclear@0 114
nuclear@0 115 glutSwapBuffers();
nuclear@0 116 assert(glGetError() == GL_NO_ERROR);
nuclear@0 117 }
nuclear@0 118
nuclear@0 119 void reshape(int x, int y)
nuclear@0 120 {
nuclear@0 121 glViewport(0, 0, x, y);
nuclear@0 122 glMatrixMode(GL_PROJECTION);
nuclear@0 123 glLoadIdentity();
nuclear@0 124 gluPerspective(45.0, (float)x / (float)y, 1.0, 1000.0);
nuclear@0 125
nuclear@0 126 if(ray_tex) {
nuclear@0 127 glDeleteTextures(1, &ray_tex);
nuclear@0 128 }
nuclear@0 129 ray_tex = create_ray_texture(x, y, 50.0, &tex_scale);
nuclear@0 130 }
nuclear@0 131
nuclear@0 132
nuclear@0 133 void keyb(unsigned char key, int x, int y)
nuclear@0 134 {
nuclear@0 135 switch(key) {
nuclear@0 136 case 27:
nuclear@0 137 exit(0);
nuclear@0 138
nuclear@0 139 case '-':
nuclear@0 140 if(iter > 1) {
nuclear@0 141 iter--;
nuclear@0 142 set_uniform_int(sdr, "iter", iter);
nuclear@0 143 printf("iter: %d\n", iter);
nuclear@0 144 glutPostRedisplay();
nuclear@0 145 }
nuclear@0 146 break;
nuclear@0 147
nuclear@0 148 case '=':
nuclear@0 149 iter++;
nuclear@0 150 set_uniform_int(sdr, "iter", iter);
nuclear@0 151 printf("iter: %d\n", iter);
nuclear@0 152 glutPostRedisplay();
nuclear@0 153 break;
nuclear@0 154
nuclear@0 155 case ',':
nuclear@0 156 err_thres -= 0.001;
nuclear@0 157 set_uniform_float(sdr, "err_thres", err_thres);
nuclear@0 158 printf("maximum error: %f\n", err_thres);
nuclear@0 159 glutPostRedisplay();
nuclear@0 160 break;
nuclear@0 161
nuclear@0 162 case '.':
nuclear@0 163 err_thres += 0.001;
nuclear@0 164 set_uniform_float(sdr, "err_thres", err_thres);
nuclear@0 165 printf("maximum error: %f\n", err_thres);
nuclear@0 166 glutPostRedisplay();
nuclear@0 167 break;
nuclear@0 168
nuclear@0 169 case 's':
nuclear@0 170 load_shader();
nuclear@0 171 glutPostRedisplay();
nuclear@0 172 break;
nuclear@0 173 }
nuclear@0 174 }
nuclear@0 175
nuclear@0 176 int bnstate[16];
nuclear@0 177
nuclear@0 178 int prev_x = -1, prev_y;
nuclear@0 179 void mouse(int bn, int state, int x, int y)
nuclear@0 180 {
nuclear@0 181 bnstate[bn] = state == GLUT_DOWN ? 1 : 0;
nuclear@0 182 if(state == GLUT_DOWN) {
nuclear@0 183 if(bn == 3) {
nuclear@0 184 cam_dist -= 0.1;
nuclear@0 185 glutPostRedisplay();
nuclear@0 186 if(cam_dist < 0) cam_dist = 0;
nuclear@0 187 } else if(bn == 4) {
nuclear@0 188 cam_dist += 0.1;
nuclear@0 189 glutPostRedisplay();
nuclear@0 190 } else {
nuclear@0 191 prev_x = x;
nuclear@0 192 prev_y = y;
nuclear@0 193 }
nuclear@0 194 } else {
nuclear@0 195 prev_x = -1;
nuclear@0 196 }
nuclear@0 197 }
nuclear@0 198
nuclear@0 199 void motion(int x, int y)
nuclear@0 200 {
nuclear@0 201 if(bnstate[0]) {
nuclear@0 202 cam_theta += (x - prev_x) * 0.5;
nuclear@0 203 cam_phi += (y - prev_y) * 0.5;
nuclear@0 204
nuclear@0 205 if(cam_phi < -90) cam_phi = -90;
nuclear@0 206 if(cam_phi > 90) cam_phi = 90;
nuclear@0 207
nuclear@0 208 glutPostRedisplay();
nuclear@0 209 }
nuclear@0 210
nuclear@0 211 if(bnstate[1]) {
nuclear@0 212 cam_y += (y - prev_y) * 0.1;
nuclear@0 213 glutPostRedisplay();
nuclear@0 214 }
nuclear@0 215
nuclear@0 216 if(bnstate[2]) {
nuclear@0 217 cam_dist += (y - prev_y) * 0.1;
nuclear@0 218 glutPostRedisplay();
nuclear@0 219 }
nuclear@0 220
nuclear@0 221 prev_x = x;
nuclear@0 222 prev_y = y;
nuclear@0 223 }
nuclear@0 224
nuclear@0 225 unsigned int create_ray_texture(int xsz, int ysz, float vfov, Vector2 *tex_scale)
nuclear@0 226 {
nuclear@0 227 unsigned int tex;
nuclear@0 228 int tex_xsz = round_pow2(xsz);
nuclear@0 229 int tex_ysz = round_pow2(ysz);
nuclear@0 230 float *teximg, *dir;
nuclear@0 231
nuclear@0 232 teximg = new float[3 * tex_xsz * tex_ysz];
nuclear@0 233 dir = teximg;
nuclear@0 234
nuclear@0 235 for(int i=0; i<tex_ysz; i++) {
nuclear@0 236 for(int j=0; j<tex_xsz; j++) {
nuclear@0 237 if(j < xsz && i < ysz) {
nuclear@0 238 Vector3 rdir = get_primary_ray_dir(j, i, xsz, ysz, vfov);
nuclear@0 239 dir[0] = rdir.x;
nuclear@0 240 dir[1] = rdir.y;
nuclear@0 241 dir[2] = rdir.z;
nuclear@0 242 } else {
nuclear@0 243 dir[0] = dir[1] = 0.0f;
nuclear@0 244 dir[2] = 1.0f;
nuclear@0 245 }
nuclear@0 246
nuclear@0 247 dir += 3;
nuclear@0 248 }
nuclear@0 249 }
nuclear@0 250
nuclear@0 251 glGenTextures(1, &tex);
nuclear@0 252 glBindTexture(GL_TEXTURE_2D, tex);
nuclear@0 253 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
nuclear@0 254 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
nuclear@0 255 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
nuclear@0 256 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
nuclear@0 257 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F_ARB, tex_xsz, tex_ysz, 0, GL_RGB, GL_FLOAT, teximg);
nuclear@0 258 delete [] teximg;
nuclear@0 259
nuclear@0 260 if(tex_scale) {
nuclear@0 261 tex_scale->x = (float)xsz / (float)tex_xsz;
nuclear@0 262 tex_scale->y = (float)ysz / (float)tex_ysz;
nuclear@0 263 }
nuclear@0 264 return tex;
nuclear@0 265 }
nuclear@0 266
nuclear@0 267 static Vector3 get_primary_ray_dir(int x, int y, int w, int h, float vfov_deg)
nuclear@0 268 {
nuclear@0 269 float vfov = M_PI * vfov_deg / 180.0;
nuclear@0 270 float aspect = (float)w / (float)h;
nuclear@0 271
nuclear@0 272 float ysz = 2.0;
nuclear@0 273 float xsz = aspect * ysz;
nuclear@0 274
nuclear@0 275 float px = ((float)x / (float)w) * xsz - xsz / 2.0;
nuclear@0 276 float py = 1.0 - ((float)y / (float)h) * ysz;
nuclear@0 277 float pz = 1.0 / tan(0.5 * vfov);
nuclear@0 278
nuclear@0 279 float mag = sqrt(px * px + py * py + pz * pz);
nuclear@0 280
nuclear@0 281 return Vector3(px / mag, py / mag, pz / mag);
nuclear@0 282 }
nuclear@0 283
nuclear@0 284 static int round_pow2(int x)
nuclear@0 285 {
nuclear@0 286 x--;
nuclear@0 287 x = (x >> 1) | x;
nuclear@0 288 x = (x >> 2) | x;
nuclear@0 289 x = (x >> 4) | x;
nuclear@0 290 x = (x >> 8) | x;
nuclear@0 291 x = (x >> 16) | x;
nuclear@0 292 return x + 1;
nuclear@0 293 }