rayfract

annotate src/rayfract.cc @ 10:1496aae2e7d4

- simplified build by including dependences in the source tree - added make dep tracking - added mingw cross-build rules - added readme & licence
author John Tsiombikas <nuclear@member.fsf.org>
date Mon, 31 Jul 2023 18:58:56 +0300
parents 628e7084a482
children
rev   line source
nuclear@0 1 #include <stdio.h>
nuclear@0 2 #include <stdlib.h>
nuclear@8 3 #include <string.h>
nuclear@3 4 #include <math.h>
nuclear@0 5 #include <assert.h>
nuclear@10 6 #include "GL/glew.h"
nuclear@0 7 #include <GL/glut.h>
nuclear@0 8 #include "sdr.h"
nuclear@1 9 #include "gui.h"
nuclear@3 10 #include "vmath.h"
nuclear@0 11
nuclear@6 12 #define DEG_TO_RAD(x) (M_PI * (x) / 180.0)
nuclear@6 13
nuclear@0 14 void disp();
nuclear@8 15 void render();
nuclear@10 16 void idle();
nuclear@0 17 void reshape(int x, int y);
nuclear@0 18 void keyb(unsigned char key, int x, int y);
nuclear@1 19 void keyb_up(unsigned char key, int x, int y);
nuclear@0 20 void mouse(int bn, int state, int x, int y);
nuclear@0 21 void motion(int x, int y);
nuclear@1 22 void passive_motion(int x, int y);
nuclear@6 23 void sball_motion(int x, int y, int z);
nuclear@6 24 void sball_rot(int x, int y, int z);
nuclear@6 25 void sball_button(int bn, int state);
nuclear@6 26
nuclear@0 27
nuclear@0 28 int load_shader();
nuclear@0 29 unsigned int create_ray_texture(int xsz, int ysz, float vfov, Vector2 *tex_scale = 0);
nuclear@0 30 static Vector3 get_primary_ray_dir(int x, int y, int w, int h, float vfov_deg);
nuclear@0 31 static int round_pow2(int x);
nuclear@0 32
nuclear@8 33 int parse_opt(int argc, char **argv);
nuclear@8 34
nuclear@8 35
nuclear@0 36 float cam_theta = 0, cam_phi = 0, cam_dist = 4.0;
nuclear@6 37 float cam_x, cam_y, cam_z;
nuclear@0 38
nuclear@0 39 unsigned int sdr;
nuclear@0 40 unsigned int ray_tex;
nuclear@0 41 Vector2 tex_scale;
nuclear@0 42 Vector4 seed;
nuclear@10 43 float err_thres = 0.005;
nuclear@0 44 int iter = 10;
nuclear@1 45 float reflectivity = 0.2;
nuclear@5 46 Vector3 color(0.75, 0.75, 0.75);
nuclear@0 47
nuclear@10 48 int use_stereo, benchmark_mode;
nuclear@8 49 float eye_sep = 0.5;
nuclear@8 50
nuclear@0 51 int main(int argc, char **argv)
nuclear@0 52 {
nuclear@0 53 int xsz, ysz;
nuclear@0 54
nuclear@0 55 seed = Vector4(0.4, 0.0, 0.0, -0.8);
nuclear@0 56
nuclear@0 57 glutInitWindowSize(640, 480);
nuclear@0 58 glutInit(&argc, argv);
nuclear@8 59
nuclear@8 60 if(parse_opt(argc, argv) == -1) {
nuclear@8 61 return 1;
nuclear@8 62 }
nuclear@8 63
nuclear@8 64 glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | (use_stereo ? GLUT_STEREO : 0));
nuclear@0 65 glutCreateWindow("Raytraced Fractals");
nuclear@0 66 xsz = glutGet(GLUT_WINDOW_WIDTH);
nuclear@0 67 ysz = glutGet(GLUT_WINDOW_HEIGHT);
nuclear@0 68
nuclear@0 69 glutDisplayFunc(disp);
nuclear@0 70 glutReshapeFunc(reshape);
nuclear@0 71 glutKeyboardFunc(keyb);
nuclear@1 72 glutKeyboardUpFunc(keyb_up);
nuclear@0 73 glutMouseFunc(mouse);
nuclear@0 74 glutMotionFunc(motion);
nuclear@1 75 glutPassiveMotionFunc(passive_motion);
nuclear@6 76 glutSpaceballMotionFunc(sball_motion);
nuclear@6 77 glutSpaceballRotateFunc(sball_rot);
nuclear@6 78 glutSpaceballButtonFunc(sball_button);
nuclear@10 79 if(benchmark_mode) {
nuclear@10 80 glutIdleFunc(idle);
nuclear@10 81 }
nuclear@0 82
nuclear@0 83 glewInit();
nuclear@0 84
nuclear@8 85 glEnable(GL_CULL_FACE);
nuclear@8 86
nuclear@0 87 if(load_shader() == -1) {
nuclear@0 88 return 1;
nuclear@0 89 }
nuclear@0 90
nuclear@1 91 if(gui_init(xsz, ysz) == -1) {
nuclear@1 92 return 1;
nuclear@1 93 }
nuclear@1 94
nuclear@0 95 glutMainLoop();
nuclear@0 96 return 0;
nuclear@0 97 }
nuclear@0 98
nuclear@0 99 int load_shader()
nuclear@0 100 {
nuclear@0 101 if(sdr) {
nuclear@0 102 free_program(sdr);
nuclear@0 103 }
nuclear@0 104
nuclear@0 105 if(!(sdr = create_program_load("sdr/sdr.v.glsl", "sdr/julia.p.glsl"))) {
nuclear@0 106 return -1;
nuclear@0 107 }
nuclear@0 108 set_uniform_float4(sdr, "seed", seed.x, seed.y, seed.z, seed.w);
nuclear@0 109 set_uniform_float(sdr, "err_thres", err_thres);
nuclear@0 110 set_uniform_int(sdr, "iter", iter);
nuclear@1 111 set_uniform_float(sdr, "reflectivity", reflectivity);
nuclear@1 112 set_uniform_float3(sdr, "diffuse_color", color.x, color.y, color.z);
nuclear@1 113
nuclear@0 114 return 0;
nuclear@0 115 }
nuclear@0 116
nuclear@0 117 void disp()
nuclear@0 118 {
nuclear@0 119 glMatrixMode(GL_MODELVIEW);
nuclear@0 120 glLoadIdentity();
nuclear@6 121 glTranslatef(cam_x, cam_y, -cam_z);
nuclear@0 122 glRotatef(cam_theta, 0, 1, 0);
nuclear@0 123 glRotatef(cam_phi, 1, 0, 0);
nuclear@0 124 glTranslatef(0, 0, -cam_dist);
nuclear@0 125
nuclear@0 126 float lpos[] = {-1, 1, 3, 0};
nuclear@0 127 glLightfv(GL_LIGHT0, GL_POSITION, lpos);
nuclear@0 128
nuclear@0 129
nuclear@4 130 set_uniform_float4(sdr, "seed", seed.x, seed.y, seed.z, seed.w);
nuclear@4 131 set_uniform_float(sdr, "reflectivity", reflectivity);
nuclear@4 132 set_uniform_int(sdr, "iter", iter);
nuclear@4 133 set_uniform_float(sdr, "err_thres", err_thres);
nuclear@5 134 set_uniform_float3(sdr, "diffuse_color", color.x, color.y, color.z);
nuclear@4 135
nuclear@8 136 glBindTexture(GL_TEXTURE_2D, ray_tex);
nuclear@8 137
nuclear@8 138
nuclear@8 139 if(use_stereo) {
nuclear@8 140 glDrawBuffer(GL_BACK_LEFT);
nuclear@8 141 set_uniform_float(sdr, "eye_offs", -eye_sep / 2.0);
nuclear@8 142 } else {
nuclear@8 143 set_uniform_float(sdr, "eye_offs", 0);
nuclear@8 144 }
nuclear@8 145
nuclear@8 146 render();
nuclear@8 147
nuclear@8 148 if(use_stereo) {
nuclear@8 149 glDrawBuffer(GL_BACK_RIGHT);
nuclear@8 150
nuclear@8 151 set_uniform_float(sdr, "eye_offs", eye_sep / 2.0);
nuclear@8 152 render();
nuclear@8 153 }
nuclear@8 154
nuclear@8 155 glutSwapBuffers();
nuclear@8 156 assert(glGetError() == GL_NO_ERROR);
nuclear@8 157 }
nuclear@8 158
nuclear@10 159 void idle()
nuclear@10 160 {
nuclear@10 161 glutPostRedisplay();
nuclear@10 162 }
nuclear@10 163
nuclear@8 164 void render()
nuclear@8 165 {
nuclear@0 166 glMatrixMode(GL_TEXTURE);
nuclear@0 167 glPushMatrix();
nuclear@0 168 glScalef(tex_scale.x, tex_scale.y, 1.0);
nuclear@0 169
nuclear@0 170 glEnable(GL_TEXTURE_2D);
nuclear@0 171 bind_program(sdr);
nuclear@0 172
nuclear@0 173 glBegin(GL_QUADS);
nuclear@0 174 glColor3f(1, 1, 1);
nuclear@0 175 glTexCoord2f(0, 1); glVertex2f(-1, -1);
nuclear@0 176 glTexCoord2f(1, 1); glVertex2f(1, -1);
nuclear@0 177 glTexCoord2f(1, 0); glVertex2f(1, 1);
nuclear@0 178 glTexCoord2f(0, 0); glVertex2f(-1, 1);
nuclear@0 179 glEnd();
nuclear@0 180
nuclear@0 181 bind_program(0);
nuclear@0 182 glDisable(GL_TEXTURE_2D);
nuclear@0 183
nuclear@0 184 glMatrixMode(GL_TEXTURE);
nuclear@0 185 glPopMatrix();
nuclear@0 186
nuclear@1 187 gui_draw();
nuclear@0 188 }
nuclear@0 189
nuclear@0 190 void reshape(int x, int y)
nuclear@0 191 {
nuclear@0 192 glViewport(0, 0, x, y);
nuclear@0 193 glMatrixMode(GL_PROJECTION);
nuclear@0 194 glLoadIdentity();
nuclear@0 195 gluPerspective(45.0, (float)x / (float)y, 1.0, 1000.0);
nuclear@0 196
nuclear@5 197 imtk_set_viewport(x, y);
nuclear@5 198
nuclear@0 199 if(ray_tex) {
nuclear@0 200 glDeleteTextures(1, &ray_tex);
nuclear@0 201 }
nuclear@0 202 ray_tex = create_ray_texture(x, y, 50.0, &tex_scale);
nuclear@0 203 }
nuclear@0 204
nuclear@0 205
nuclear@0 206 void keyb(unsigned char key, int x, int y)
nuclear@0 207 {
nuclear@0 208 switch(key) {
nuclear@0 209 case 27:
nuclear@0 210 exit(0);
nuclear@0 211
nuclear@0 212 case '-':
nuclear@0 213 if(iter > 1) {
nuclear@0 214 iter--;
nuclear@0 215 set_uniform_int(sdr, "iter", iter);
nuclear@0 216 printf("iter: %d\n", iter);
nuclear@0 217 glutPostRedisplay();
nuclear@0 218 }
nuclear@0 219 break;
nuclear@0 220
nuclear@0 221 case '=':
nuclear@0 222 iter++;
nuclear@0 223 set_uniform_int(sdr, "iter", iter);
nuclear@0 224 printf("iter: %d\n", iter);
nuclear@0 225 glutPostRedisplay();
nuclear@0 226 break;
nuclear@0 227
nuclear@0 228 case ',':
nuclear@0 229 err_thres -= 0.001;
nuclear@0 230 set_uniform_float(sdr, "err_thres", err_thres);
nuclear@0 231 printf("maximum error: %f\n", err_thres);
nuclear@0 232 glutPostRedisplay();
nuclear@0 233 break;
nuclear@0 234
nuclear@0 235 case '.':
nuclear@0 236 err_thres += 0.001;
nuclear@0 237 set_uniform_float(sdr, "err_thres", err_thres);
nuclear@0 238 printf("maximum error: %f\n", err_thres);
nuclear@0 239 glutPostRedisplay();
nuclear@0 240 break;
nuclear@0 241
nuclear@0 242 case 's':
nuclear@0 243 load_shader();
nuclear@0 244 glutPostRedisplay();
nuclear@0 245 break;
nuclear@1 246
nuclear@8 247 case 'S':
nuclear@8 248 use_stereo = !use_stereo;
nuclear@8 249 glutPostRedisplay();
nuclear@8 250 break;
nuclear@8 251
nuclear@1 252 case 'r':
nuclear@1 253 reflectivity = reflectivity > 0.0 ? 0.0 : 0.6;
nuclear@1 254 set_uniform_float(sdr, "reflectivity", reflectivity);
nuclear@1 255 glutPostRedisplay();
nuclear@1 256 break;
nuclear@1 257
nuclear@1 258 case '`':
nuclear@1 259 {
nuclear@1 260 static bool vis = true;
nuclear@1 261 vis = !vis;
nuclear@1 262 gui_set_visible(vis);
nuclear@1 263 glutPostRedisplay();
nuclear@1 264 }
nuclear@1 265 break;
nuclear@5 266
nuclear@8 267 case '[':
nuclear@8 268 eye_sep -= 0.1;
nuclear@8 269 printf("eye separation: %f\n", eye_sep);
nuclear@8 270 glutPostRedisplay();
nuclear@8 271 break;
nuclear@8 272
nuclear@8 273 case ']':
nuclear@8 274 eye_sep += 0.1;
nuclear@8 275 printf("eye separation: %f\n", eye_sep);
nuclear@8 276 glutPostRedisplay();
nuclear@8 277 break;
nuclear@8 278
nuclear@8 279
nuclear@5 280 case '\n':
nuclear@5 281 case '\r':
nuclear@5 282 printf("(%.3f %+.3fi %+.3fj %+.3fk) i:%d err: %.4f cam(theta: %.2f phi: %.2f rad: %.2f)\n", seed.w,
nuclear@5 283 seed.x, seed.y, seed.z, iter, err_thres, cam_theta, cam_phi, cam_dist);
nuclear@5 284 break;
nuclear@0 285 }
nuclear@1 286
nuclear@4 287 imtk_inp_key(key, 1);
nuclear@1 288 glutPostRedisplay();
nuclear@1 289 }
nuclear@1 290
nuclear@1 291 void keyb_up(unsigned char key, int x, int y)
nuclear@1 292 {
nuclear@4 293 imtk_inp_key(key, 0);
nuclear@1 294 glutPostRedisplay();
nuclear@0 295 }
nuclear@0 296
nuclear@0 297 int bnstate[16];
nuclear@0 298
nuclear@0 299 int prev_x = -1, prev_y;
nuclear@0 300 void mouse(int bn, int state, int x, int y)
nuclear@0 301 {
nuclear@10 302 int mod = glutGetModifiers();
nuclear@4 303
nuclear@4 304 if(mod) {
nuclear@1 305 bnstate[bn] = state == GLUT_DOWN ? 1 : 0;
nuclear@1 306 if(state == GLUT_DOWN) {
nuclear@1 307 if(bn == 3) {
nuclear@1 308 cam_dist -= 0.1;
nuclear@1 309 glutPostRedisplay();
nuclear@1 310 if(cam_dist < 0) cam_dist = 0;
nuclear@1 311 } else if(bn == 4) {
nuclear@1 312 cam_dist += 0.1;
nuclear@1 313 glutPostRedisplay();
nuclear@1 314 } else {
nuclear@1 315 prev_x = x;
nuclear@1 316 prev_y = y;
nuclear@1 317 }
nuclear@0 318 } else {
nuclear@1 319 prev_x = -1;
nuclear@0 320 }
nuclear@4 321 } else {
nuclear@4 322 imtk_inp_mouse(bn, state == GLUT_DOWN ? 1 : 0);
nuclear@0 323 }
nuclear@1 324 glutPostRedisplay();
nuclear@0 325 }
nuclear@0 326
nuclear@0 327 void motion(int x, int y)
nuclear@0 328 {
nuclear@0 329 if(bnstate[0]) {
nuclear@0 330 cam_theta += (x - prev_x) * 0.5;
nuclear@0 331 cam_phi += (y - prev_y) * 0.5;
nuclear@0 332
nuclear@0 333 if(cam_phi < -90) cam_phi = -90;
nuclear@0 334 if(cam_phi > 90) cam_phi = 90;
nuclear@0 335
nuclear@0 336 glutPostRedisplay();
nuclear@0 337 }
nuclear@0 338
nuclear@0 339 if(bnstate[1]) {
nuclear@0 340 cam_y += (y - prev_y) * 0.1;
nuclear@0 341 glutPostRedisplay();
nuclear@0 342 }
nuclear@0 343
nuclear@0 344 if(bnstate[2]) {
nuclear@0 345 cam_dist += (y - prev_y) * 0.1;
nuclear@6 346 if(cam_dist < 0.0) cam_dist = 0.0;
nuclear@0 347 glutPostRedisplay();
nuclear@0 348 }
nuclear@0 349
nuclear@0 350 prev_x = x;
nuclear@0 351 prev_y = y;
nuclear@1 352
nuclear@4 353 imtk_inp_motion(x, y);
nuclear@1 354 glutPostRedisplay();
nuclear@1 355 }
nuclear@1 356
nuclear@1 357 void passive_motion(int x, int y)
nuclear@1 358 {
nuclear@4 359 imtk_inp_motion(x, y);
nuclear@4 360 glutPostRedisplay();
nuclear@0 361 }
nuclear@0 362
nuclear@6 363 void sball_motion(int x, int y, int z)
nuclear@6 364 {
nuclear@6 365 float dx = (float)x * 0.0015f;
nuclear@6 366 float dy = (float)y * 0.0015f;
nuclear@6 367 float dz = -(float)z * 0.001f;
nuclear@6 368 float angle = -DEG_TO_RAD(cam_theta);
nuclear@6 369
nuclear@6 370 cam_x += cos(angle) * dx + sin(angle) * dz;
nuclear@6 371 cam_z += -sin(angle) * dx + cos(angle) * dz;
nuclear@6 372 cam_y += dy;
nuclear@6 373
nuclear@6 374 glutPostRedisplay();
nuclear@6 375 }
nuclear@6 376
nuclear@6 377 void sball_rot(int x, int y, int z)
nuclear@6 378 {
nuclear@6 379 cam_theta += -y / 15.0;
nuclear@6 380 cam_phi += -x / 15.0;
nuclear@6 381 glutPostRedisplay();
nuclear@6 382 }
nuclear@6 383
nuclear@6 384 void sball_button(int bn, int state)
nuclear@6 385 {
nuclear@6 386 if(state == GLUT_DOWN) {
nuclear@6 387 switch(bn) {
nuclear@6 388 case 0:
nuclear@6 389 /* TODO reset */
nuclear@6 390 break;
nuclear@6 391
nuclear@6 392 default:
nuclear@6 393 break;
nuclear@6 394 }
nuclear@6 395 }
nuclear@6 396 }
nuclear@6 397
nuclear@6 398
nuclear@0 399 unsigned int create_ray_texture(int xsz, int ysz, float vfov, Vector2 *tex_scale)
nuclear@0 400 {
nuclear@0 401 unsigned int tex;
nuclear@0 402 int tex_xsz = round_pow2(xsz);
nuclear@0 403 int tex_ysz = round_pow2(ysz);
nuclear@0 404 float *teximg, *dir;
nuclear@0 405
nuclear@0 406 teximg = new float[3 * tex_xsz * tex_ysz];
nuclear@0 407 dir = teximg;
nuclear@0 408
nuclear@0 409 for(int i=0; i<tex_ysz; i++) {
nuclear@0 410 for(int j=0; j<tex_xsz; j++) {
nuclear@0 411 if(j < xsz && i < ysz) {
nuclear@0 412 Vector3 rdir = get_primary_ray_dir(j, i, xsz, ysz, vfov);
nuclear@0 413 dir[0] = rdir.x;
nuclear@0 414 dir[1] = rdir.y;
nuclear@0 415 dir[2] = rdir.z;
nuclear@0 416 } else {
nuclear@0 417 dir[0] = dir[1] = 0.0f;
nuclear@0 418 dir[2] = 1.0f;
nuclear@0 419 }
nuclear@0 420
nuclear@0 421 dir += 3;
nuclear@0 422 }
nuclear@0 423 }
nuclear@0 424
nuclear@0 425 glGenTextures(1, &tex);
nuclear@0 426 glBindTexture(GL_TEXTURE_2D, tex);
nuclear@0 427 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
nuclear@0 428 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
nuclear@0 429 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
nuclear@0 430 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
nuclear@0 431 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F_ARB, tex_xsz, tex_ysz, 0, GL_RGB, GL_FLOAT, teximg);
nuclear@0 432 delete [] teximg;
nuclear@0 433
nuclear@0 434 if(tex_scale) {
nuclear@0 435 tex_scale->x = (float)xsz / (float)tex_xsz;
nuclear@0 436 tex_scale->y = (float)ysz / (float)tex_ysz;
nuclear@0 437 }
nuclear@0 438 return tex;
nuclear@0 439 }
nuclear@0 440
nuclear@0 441 static Vector3 get_primary_ray_dir(int x, int y, int w, int h, float vfov_deg)
nuclear@0 442 {
nuclear@0 443 float vfov = M_PI * vfov_deg / 180.0;
nuclear@0 444 float aspect = (float)w / (float)h;
nuclear@0 445
nuclear@0 446 float ysz = 2.0;
nuclear@0 447 float xsz = aspect * ysz;
nuclear@0 448
nuclear@0 449 float px = ((float)x / (float)w) * xsz - xsz / 2.0;
nuclear@0 450 float py = 1.0 - ((float)y / (float)h) * ysz;
nuclear@0 451 float pz = 1.0 / tan(0.5 * vfov);
nuclear@0 452
nuclear@0 453 float mag = sqrt(px * px + py * py + pz * pz);
nuclear@0 454
nuclear@0 455 return Vector3(px / mag, py / mag, pz / mag);
nuclear@0 456 }
nuclear@0 457
nuclear@0 458 static int round_pow2(int x)
nuclear@0 459 {
nuclear@0 460 x--;
nuclear@0 461 x = (x >> 1) | x;
nuclear@0 462 x = (x >> 2) | x;
nuclear@0 463 x = (x >> 4) | x;
nuclear@0 464 x = (x >> 8) | x;
nuclear@0 465 x = (x >> 16) | x;
nuclear@0 466 return x + 1;
nuclear@0 467 }
nuclear@8 468
nuclear@8 469 int parse_opt(int argc, char **argv)
nuclear@8 470 {
nuclear@8 471 int i;
nuclear@8 472
nuclear@8 473 for(i=1; i<argc; i++) {
nuclear@8 474 if(argv[i][0] == '-' && argv[i][2] == 0) {
nuclear@8 475 switch(argv[i][1]) {
nuclear@8 476 case 's':
nuclear@8 477 use_stereo = !use_stereo;
nuclear@8 478 break;
nuclear@8 479
nuclear@10 480 case 'b':
nuclear@10 481 benchmark_mode = 1;
nuclear@10 482 break;
nuclear@10 483
nuclear@8 484 default:
nuclear@8 485 goto invalid;
nuclear@8 486 }
nuclear@8 487 } else {
nuclear@8 488 goto invalid;
nuclear@8 489 }
nuclear@8 490 }
nuclear@8 491
nuclear@8 492 return 0;
nuclear@8 493
nuclear@8 494 invalid:
nuclear@8 495 fprintf(stderr, "invalid option: %s\n", argv[i]);
nuclear@8 496 return -1;
nuclear@8 497 }