rayfract

annotate src/rayfract.cc @ 9:628e7084a482

removed the getenv/glutIdleFunc hack as now stereowrap forces continuous redraws when necessary by sending Expose events.
author John Tsiombikas <nuclear@member.fsf.org>
date Thu, 03 Nov 2011 13:41:33 +0200
parents dfe7c98cf373
children 1496aae2e7d4
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@0 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@0 16 void reshape(int x, int y);
nuclear@0 17 void keyb(unsigned char key, int x, int y);
nuclear@1 18 void keyb_up(unsigned char key, int x, int y);
nuclear@0 19 void mouse(int bn, int state, int x, int y);
nuclear@0 20 void motion(int x, int y);
nuclear@1 21 void passive_motion(int x, int y);
nuclear@6 22 void sball_motion(int x, int y, int z);
nuclear@6 23 void sball_rot(int x, int y, int z);
nuclear@6 24 void sball_button(int bn, int state);
nuclear@6 25
nuclear@0 26
nuclear@0 27 int load_shader();
nuclear@0 28 unsigned int create_ray_texture(int xsz, int ysz, float vfov, Vector2 *tex_scale = 0);
nuclear@0 29 static Vector3 get_primary_ray_dir(int x, int y, int w, int h, float vfov_deg);
nuclear@0 30 static int round_pow2(int x);
nuclear@0 31
nuclear@8 32 int parse_opt(int argc, char **argv);
nuclear@8 33
nuclear@8 34
nuclear@0 35 float cam_theta = 0, cam_phi = 0, cam_dist = 4.0;
nuclear@6 36 float cam_x, cam_y, cam_z;
nuclear@0 37
nuclear@0 38 unsigned int sdr;
nuclear@0 39 unsigned int ray_tex;
nuclear@0 40 Vector2 tex_scale;
nuclear@0 41 Vector4 seed;
nuclear@0 42 float err_thres = 0.0075;
nuclear@0 43 int iter = 10;
nuclear@1 44 float reflectivity = 0.2;
nuclear@5 45 Vector3 color(0.75, 0.75, 0.75);
nuclear@0 46
nuclear@8 47 int use_stereo;
nuclear@8 48 float eye_sep = 0.5;
nuclear@8 49
nuclear@0 50 int main(int argc, char **argv)
nuclear@0 51 {
nuclear@0 52 int xsz, ysz;
nuclear@0 53
nuclear@0 54 seed = Vector4(0.4, 0.0, 0.0, -0.8);
nuclear@0 55
nuclear@0 56 glutInitWindowSize(640, 480);
nuclear@0 57 glutInit(&argc, argv);
nuclear@8 58
nuclear@8 59 if(parse_opt(argc, argv) == -1) {
nuclear@8 60 return 1;
nuclear@8 61 }
nuclear@8 62
nuclear@8 63 glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | (use_stereo ? GLUT_STEREO : 0));
nuclear@0 64 glutCreateWindow("Raytraced Fractals");
nuclear@0 65 xsz = glutGet(GLUT_WINDOW_WIDTH);
nuclear@0 66 ysz = glutGet(GLUT_WINDOW_HEIGHT);
nuclear@0 67
nuclear@0 68 glutDisplayFunc(disp);
nuclear@0 69 glutReshapeFunc(reshape);
nuclear@0 70 glutKeyboardFunc(keyb);
nuclear@1 71 glutKeyboardUpFunc(keyb_up);
nuclear@0 72 glutMouseFunc(mouse);
nuclear@0 73 glutMotionFunc(motion);
nuclear@1 74 glutPassiveMotionFunc(passive_motion);
nuclear@6 75 glutSpaceballMotionFunc(sball_motion);
nuclear@6 76 glutSpaceballRotateFunc(sball_rot);
nuclear@6 77 glutSpaceballButtonFunc(sball_button);
nuclear@0 78
nuclear@0 79 glewInit();
nuclear@0 80
nuclear@8 81 glEnable(GL_CULL_FACE);
nuclear@8 82
nuclear@0 83 if(load_shader() == -1) {
nuclear@0 84 return 1;
nuclear@0 85 }
nuclear@0 86
nuclear@1 87 if(gui_init(xsz, ysz) == -1) {
nuclear@1 88 return 1;
nuclear@1 89 }
nuclear@1 90
nuclear@0 91 glutMainLoop();
nuclear@0 92 return 0;
nuclear@0 93 }
nuclear@0 94
nuclear@0 95 int load_shader()
nuclear@0 96 {
nuclear@0 97 if(sdr) {
nuclear@0 98 free_program(sdr);
nuclear@0 99 }
nuclear@0 100
nuclear@0 101 if(!(sdr = create_program_load("sdr/sdr.v.glsl", "sdr/julia.p.glsl"))) {
nuclear@0 102 return -1;
nuclear@0 103 }
nuclear@0 104 set_uniform_float4(sdr, "seed", seed.x, seed.y, seed.z, seed.w);
nuclear@0 105 set_uniform_float(sdr, "err_thres", err_thres);
nuclear@0 106 set_uniform_int(sdr, "iter", iter);
nuclear@1 107 set_uniform_float(sdr, "reflectivity", reflectivity);
nuclear@1 108 set_uniform_float3(sdr, "diffuse_color", color.x, color.y, color.z);
nuclear@1 109
nuclear@0 110 return 0;
nuclear@0 111 }
nuclear@0 112
nuclear@0 113 void disp()
nuclear@0 114 {
nuclear@0 115 glMatrixMode(GL_MODELVIEW);
nuclear@0 116 glLoadIdentity();
nuclear@6 117 glTranslatef(cam_x, cam_y, -cam_z);
nuclear@0 118 glRotatef(cam_theta, 0, 1, 0);
nuclear@0 119 glRotatef(cam_phi, 1, 0, 0);
nuclear@0 120 glTranslatef(0, 0, -cam_dist);
nuclear@0 121
nuclear@0 122 float lpos[] = {-1, 1, 3, 0};
nuclear@0 123 glLightfv(GL_LIGHT0, GL_POSITION, lpos);
nuclear@0 124
nuclear@0 125
nuclear@4 126 set_uniform_float4(sdr, "seed", seed.x, seed.y, seed.z, seed.w);
nuclear@4 127 set_uniform_float(sdr, "reflectivity", reflectivity);
nuclear@4 128 set_uniform_int(sdr, "iter", iter);
nuclear@4 129 set_uniform_float(sdr, "err_thres", err_thres);
nuclear@5 130 set_uniform_float3(sdr, "diffuse_color", color.x, color.y, color.z);
nuclear@4 131
nuclear@8 132 glBindTexture(GL_TEXTURE_2D, ray_tex);
nuclear@8 133
nuclear@8 134
nuclear@8 135 if(use_stereo) {
nuclear@8 136 glDrawBuffer(GL_BACK_LEFT);
nuclear@8 137 set_uniform_float(sdr, "eye_offs", -eye_sep / 2.0);
nuclear@8 138 } else {
nuclear@8 139 set_uniform_float(sdr, "eye_offs", 0);
nuclear@8 140 }
nuclear@8 141
nuclear@8 142 render();
nuclear@8 143
nuclear@8 144 if(use_stereo) {
nuclear@8 145 glDrawBuffer(GL_BACK_RIGHT);
nuclear@8 146
nuclear@8 147 set_uniform_float(sdr, "eye_offs", eye_sep / 2.0);
nuclear@8 148 render();
nuclear@8 149 }
nuclear@8 150
nuclear@8 151 glutSwapBuffers();
nuclear@8 152 assert(glGetError() == GL_NO_ERROR);
nuclear@8 153 }
nuclear@8 154
nuclear@8 155 void render()
nuclear@8 156 {
nuclear@0 157 glMatrixMode(GL_TEXTURE);
nuclear@0 158 glPushMatrix();
nuclear@0 159 glScalef(tex_scale.x, tex_scale.y, 1.0);
nuclear@0 160
nuclear@0 161 glEnable(GL_TEXTURE_2D);
nuclear@0 162 bind_program(sdr);
nuclear@0 163
nuclear@0 164 glBegin(GL_QUADS);
nuclear@0 165 glColor3f(1, 1, 1);
nuclear@0 166 glTexCoord2f(0, 1); glVertex2f(-1, -1);
nuclear@0 167 glTexCoord2f(1, 1); glVertex2f(1, -1);
nuclear@0 168 glTexCoord2f(1, 0); glVertex2f(1, 1);
nuclear@0 169 glTexCoord2f(0, 0); glVertex2f(-1, 1);
nuclear@0 170 glEnd();
nuclear@0 171
nuclear@0 172 bind_program(0);
nuclear@0 173 glDisable(GL_TEXTURE_2D);
nuclear@0 174
nuclear@0 175 glMatrixMode(GL_TEXTURE);
nuclear@0 176 glPopMatrix();
nuclear@0 177
nuclear@1 178 gui_draw();
nuclear@0 179 }
nuclear@0 180
nuclear@0 181 void reshape(int x, int y)
nuclear@0 182 {
nuclear@0 183 glViewport(0, 0, x, y);
nuclear@0 184 glMatrixMode(GL_PROJECTION);
nuclear@0 185 glLoadIdentity();
nuclear@0 186 gluPerspective(45.0, (float)x / (float)y, 1.0, 1000.0);
nuclear@0 187
nuclear@5 188 imtk_set_viewport(x, y);
nuclear@5 189
nuclear@0 190 if(ray_tex) {
nuclear@0 191 glDeleteTextures(1, &ray_tex);
nuclear@0 192 }
nuclear@0 193 ray_tex = create_ray_texture(x, y, 50.0, &tex_scale);
nuclear@0 194 }
nuclear@0 195
nuclear@0 196
nuclear@0 197 void keyb(unsigned char key, int x, int y)
nuclear@0 198 {
nuclear@0 199 switch(key) {
nuclear@0 200 case 27:
nuclear@0 201 exit(0);
nuclear@0 202
nuclear@0 203 case '-':
nuclear@0 204 if(iter > 1) {
nuclear@0 205 iter--;
nuclear@0 206 set_uniform_int(sdr, "iter", iter);
nuclear@0 207 printf("iter: %d\n", iter);
nuclear@0 208 glutPostRedisplay();
nuclear@0 209 }
nuclear@0 210 break;
nuclear@0 211
nuclear@0 212 case '=':
nuclear@0 213 iter++;
nuclear@0 214 set_uniform_int(sdr, "iter", iter);
nuclear@0 215 printf("iter: %d\n", iter);
nuclear@0 216 glutPostRedisplay();
nuclear@0 217 break;
nuclear@0 218
nuclear@0 219 case ',':
nuclear@0 220 err_thres -= 0.001;
nuclear@0 221 set_uniform_float(sdr, "err_thres", err_thres);
nuclear@0 222 printf("maximum error: %f\n", err_thres);
nuclear@0 223 glutPostRedisplay();
nuclear@0 224 break;
nuclear@0 225
nuclear@0 226 case '.':
nuclear@0 227 err_thres += 0.001;
nuclear@0 228 set_uniform_float(sdr, "err_thres", err_thres);
nuclear@0 229 printf("maximum error: %f\n", err_thres);
nuclear@0 230 glutPostRedisplay();
nuclear@0 231 break;
nuclear@0 232
nuclear@0 233 case 's':
nuclear@0 234 load_shader();
nuclear@0 235 glutPostRedisplay();
nuclear@0 236 break;
nuclear@1 237
nuclear@8 238 case 'S':
nuclear@8 239 use_stereo = !use_stereo;
nuclear@8 240 glutPostRedisplay();
nuclear@8 241 break;
nuclear@8 242
nuclear@1 243 case 'r':
nuclear@1 244 reflectivity = reflectivity > 0.0 ? 0.0 : 0.6;
nuclear@1 245 set_uniform_float(sdr, "reflectivity", reflectivity);
nuclear@1 246 glutPostRedisplay();
nuclear@1 247 break;
nuclear@1 248
nuclear@1 249 case '`':
nuclear@1 250 {
nuclear@1 251 static bool vis = true;
nuclear@1 252 vis = !vis;
nuclear@1 253 gui_set_visible(vis);
nuclear@1 254 glutPostRedisplay();
nuclear@1 255 }
nuclear@1 256 break;
nuclear@5 257
nuclear@8 258 case '[':
nuclear@8 259 eye_sep -= 0.1;
nuclear@8 260 printf("eye separation: %f\n", eye_sep);
nuclear@8 261 glutPostRedisplay();
nuclear@8 262 break;
nuclear@8 263
nuclear@8 264 case ']':
nuclear@8 265 eye_sep += 0.1;
nuclear@8 266 printf("eye separation: %f\n", eye_sep);
nuclear@8 267 glutPostRedisplay();
nuclear@8 268 break;
nuclear@8 269
nuclear@8 270
nuclear@5 271 case '\n':
nuclear@5 272 case '\r':
nuclear@5 273 printf("(%.3f %+.3fi %+.3fj %+.3fk) i:%d err: %.4f cam(theta: %.2f phi: %.2f rad: %.2f)\n", seed.w,
nuclear@5 274 seed.x, seed.y, seed.z, iter, err_thres, cam_theta, cam_phi, cam_dist);
nuclear@5 275 break;
nuclear@0 276 }
nuclear@1 277
nuclear@4 278 imtk_inp_key(key, 1);
nuclear@1 279 glutPostRedisplay();
nuclear@1 280 }
nuclear@1 281
nuclear@1 282 void keyb_up(unsigned char key, int x, int y)
nuclear@1 283 {
nuclear@4 284 imtk_inp_key(key, 0);
nuclear@1 285 glutPostRedisplay();
nuclear@0 286 }
nuclear@0 287
nuclear@0 288 int bnstate[16];
nuclear@0 289
nuclear@0 290 int prev_x = -1, prev_y;
nuclear@0 291 void mouse(int bn, int state, int x, int y)
nuclear@0 292 {
nuclear@4 293 int mod;
nuclear@1 294
nuclear@4 295 mod = glutGetModifiers();
nuclear@4 296
nuclear@4 297 if(mod) {
nuclear@1 298 bnstate[bn] = state == GLUT_DOWN ? 1 : 0;
nuclear@1 299 if(state == GLUT_DOWN) {
nuclear@1 300 if(bn == 3) {
nuclear@1 301 cam_dist -= 0.1;
nuclear@1 302 glutPostRedisplay();
nuclear@1 303 if(cam_dist < 0) cam_dist = 0;
nuclear@1 304 } else if(bn == 4) {
nuclear@1 305 cam_dist += 0.1;
nuclear@1 306 glutPostRedisplay();
nuclear@1 307 } else {
nuclear@1 308 prev_x = x;
nuclear@1 309 prev_y = y;
nuclear@1 310 }
nuclear@0 311 } else {
nuclear@1 312 prev_x = -1;
nuclear@0 313 }
nuclear@4 314 } else {
nuclear@4 315 imtk_inp_mouse(bn, state == GLUT_DOWN ? 1 : 0);
nuclear@0 316 }
nuclear@1 317 glutPostRedisplay();
nuclear@0 318 }
nuclear@0 319
nuclear@0 320 void motion(int x, int y)
nuclear@0 321 {
nuclear@0 322 if(bnstate[0]) {
nuclear@0 323 cam_theta += (x - prev_x) * 0.5;
nuclear@0 324 cam_phi += (y - prev_y) * 0.5;
nuclear@0 325
nuclear@0 326 if(cam_phi < -90) cam_phi = -90;
nuclear@0 327 if(cam_phi > 90) cam_phi = 90;
nuclear@0 328
nuclear@0 329 glutPostRedisplay();
nuclear@0 330 }
nuclear@0 331
nuclear@0 332 if(bnstate[1]) {
nuclear@0 333 cam_y += (y - prev_y) * 0.1;
nuclear@0 334 glutPostRedisplay();
nuclear@0 335 }
nuclear@0 336
nuclear@0 337 if(bnstate[2]) {
nuclear@0 338 cam_dist += (y - prev_y) * 0.1;
nuclear@6 339 if(cam_dist < 0.0) cam_dist = 0.0;
nuclear@0 340 glutPostRedisplay();
nuclear@0 341 }
nuclear@0 342
nuclear@0 343 prev_x = x;
nuclear@0 344 prev_y = y;
nuclear@1 345
nuclear@4 346 imtk_inp_motion(x, y);
nuclear@1 347 glutPostRedisplay();
nuclear@1 348 }
nuclear@1 349
nuclear@1 350 void passive_motion(int x, int y)
nuclear@1 351 {
nuclear@4 352 imtk_inp_motion(x, y);
nuclear@4 353 glutPostRedisplay();
nuclear@0 354 }
nuclear@0 355
nuclear@6 356 void sball_motion(int x, int y, int z)
nuclear@6 357 {
nuclear@6 358 float dx = (float)x * 0.0015f;
nuclear@6 359 float dy = (float)y * 0.0015f;
nuclear@6 360 float dz = -(float)z * 0.001f;
nuclear@6 361 float angle = -DEG_TO_RAD(cam_theta);
nuclear@6 362
nuclear@6 363 cam_x += cos(angle) * dx + sin(angle) * dz;
nuclear@6 364 cam_z += -sin(angle) * dx + cos(angle) * dz;
nuclear@6 365 cam_y += dy;
nuclear@6 366
nuclear@6 367 glutPostRedisplay();
nuclear@6 368 }
nuclear@6 369
nuclear@6 370 void sball_rot(int x, int y, int z)
nuclear@6 371 {
nuclear@6 372 cam_theta += -y / 15.0;
nuclear@6 373 cam_phi += -x / 15.0;
nuclear@6 374 glutPostRedisplay();
nuclear@6 375 }
nuclear@6 376
nuclear@6 377 void sball_button(int bn, int state)
nuclear@6 378 {
nuclear@6 379 if(state == GLUT_DOWN) {
nuclear@6 380 switch(bn) {
nuclear@6 381 case 0:
nuclear@6 382 /* TODO reset */
nuclear@6 383 break;
nuclear@6 384
nuclear@6 385 default:
nuclear@6 386 break;
nuclear@6 387 }
nuclear@6 388 }
nuclear@6 389 }
nuclear@6 390
nuclear@6 391
nuclear@0 392 unsigned int create_ray_texture(int xsz, int ysz, float vfov, Vector2 *tex_scale)
nuclear@0 393 {
nuclear@0 394 unsigned int tex;
nuclear@0 395 int tex_xsz = round_pow2(xsz);
nuclear@0 396 int tex_ysz = round_pow2(ysz);
nuclear@0 397 float *teximg, *dir;
nuclear@0 398
nuclear@0 399 teximg = new float[3 * tex_xsz * tex_ysz];
nuclear@0 400 dir = teximg;
nuclear@0 401
nuclear@0 402 for(int i=0; i<tex_ysz; i++) {
nuclear@0 403 for(int j=0; j<tex_xsz; j++) {
nuclear@0 404 if(j < xsz && i < ysz) {
nuclear@0 405 Vector3 rdir = get_primary_ray_dir(j, i, xsz, ysz, vfov);
nuclear@0 406 dir[0] = rdir.x;
nuclear@0 407 dir[1] = rdir.y;
nuclear@0 408 dir[2] = rdir.z;
nuclear@0 409 } else {
nuclear@0 410 dir[0] = dir[1] = 0.0f;
nuclear@0 411 dir[2] = 1.0f;
nuclear@0 412 }
nuclear@0 413
nuclear@0 414 dir += 3;
nuclear@0 415 }
nuclear@0 416 }
nuclear@0 417
nuclear@0 418 glGenTextures(1, &tex);
nuclear@0 419 glBindTexture(GL_TEXTURE_2D, tex);
nuclear@0 420 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
nuclear@0 421 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
nuclear@0 422 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
nuclear@0 423 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
nuclear@0 424 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F_ARB, tex_xsz, tex_ysz, 0, GL_RGB, GL_FLOAT, teximg);
nuclear@0 425 delete [] teximg;
nuclear@0 426
nuclear@0 427 if(tex_scale) {
nuclear@0 428 tex_scale->x = (float)xsz / (float)tex_xsz;
nuclear@0 429 tex_scale->y = (float)ysz / (float)tex_ysz;
nuclear@0 430 }
nuclear@0 431 return tex;
nuclear@0 432 }
nuclear@0 433
nuclear@0 434 static Vector3 get_primary_ray_dir(int x, int y, int w, int h, float vfov_deg)
nuclear@0 435 {
nuclear@0 436 float vfov = M_PI * vfov_deg / 180.0;
nuclear@0 437 float aspect = (float)w / (float)h;
nuclear@0 438
nuclear@0 439 float ysz = 2.0;
nuclear@0 440 float xsz = aspect * ysz;
nuclear@0 441
nuclear@0 442 float px = ((float)x / (float)w) * xsz - xsz / 2.0;
nuclear@0 443 float py = 1.0 - ((float)y / (float)h) * ysz;
nuclear@0 444 float pz = 1.0 / tan(0.5 * vfov);
nuclear@0 445
nuclear@0 446 float mag = sqrt(px * px + py * py + pz * pz);
nuclear@0 447
nuclear@0 448 return Vector3(px / mag, py / mag, pz / mag);
nuclear@0 449 }
nuclear@0 450
nuclear@0 451 static int round_pow2(int x)
nuclear@0 452 {
nuclear@0 453 x--;
nuclear@0 454 x = (x >> 1) | x;
nuclear@0 455 x = (x >> 2) | x;
nuclear@0 456 x = (x >> 4) | x;
nuclear@0 457 x = (x >> 8) | x;
nuclear@0 458 x = (x >> 16) | x;
nuclear@0 459 return x + 1;
nuclear@0 460 }
nuclear@8 461
nuclear@8 462 int parse_opt(int argc, char **argv)
nuclear@8 463 {
nuclear@8 464 int i;
nuclear@8 465
nuclear@8 466 for(i=1; i<argc; i++) {
nuclear@8 467 if(argv[i][0] == '-' && argv[i][2] == 0) {
nuclear@8 468 switch(argv[i][1]) {
nuclear@8 469 case 's':
nuclear@8 470 use_stereo = !use_stereo;
nuclear@8 471 break;
nuclear@8 472
nuclear@8 473 default:
nuclear@8 474 goto invalid;
nuclear@8 475 }
nuclear@8 476 } else {
nuclear@8 477 goto invalid;
nuclear@8 478 }
nuclear@8 479 }
nuclear@8 480
nuclear@8 481 return 0;
nuclear@8 482
nuclear@8 483 invalid:
nuclear@8 484 fprintf(stderr, "invalid option: %s\n", argv[i]);
nuclear@8 485 return -1;
nuclear@8 486 }