rev |
line source |
nuclear@0
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1 #include <stdio.h>
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nuclear@0
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2 #include <stdlib.h>
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nuclear@3
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3 #include <math.h>
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nuclear@0
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4 #include <assert.h>
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nuclear@0
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5 #include <GL/glew.h>
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nuclear@0
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6 #include <GL/glut.h>
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nuclear@0
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7 #include "sdr.h"
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nuclear@1
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8 #include "gui.h"
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nuclear@3
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9 #include "vmath.h"
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nuclear@0
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10
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nuclear@6
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11 #define DEG_TO_RAD(x) (M_PI * (x) / 180.0)
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nuclear@6
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12
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nuclear@0
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13 void disp();
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nuclear@0
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14 void reshape(int x, int y);
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nuclear@0
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15 void keyb(unsigned char key, int x, int y);
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nuclear@1
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16 void keyb_up(unsigned char key, int x, int y);
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nuclear@0
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17 void mouse(int bn, int state, int x, int y);
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nuclear@0
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18 void motion(int x, int y);
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nuclear@1
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19 void passive_motion(int x, int y);
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nuclear@6
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20 void sball_motion(int x, int y, int z);
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nuclear@6
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21 void sball_rot(int x, int y, int z);
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nuclear@6
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22 void sball_button(int bn, int state);
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nuclear@6
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23
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nuclear@0
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24
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nuclear@0
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25 int load_shader();
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nuclear@0
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26 unsigned int create_ray_texture(int xsz, int ysz, float vfov, Vector2 *tex_scale = 0);
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nuclear@0
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27 static Vector3 get_primary_ray_dir(int x, int y, int w, int h, float vfov_deg);
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nuclear@0
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28 static int round_pow2(int x);
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nuclear@0
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29
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nuclear@0
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30 float cam_theta = 0, cam_phi = 0, cam_dist = 4.0;
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nuclear@6
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31 float cam_x, cam_y, cam_z;
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nuclear@0
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32
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nuclear@0
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33 unsigned int sdr;
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nuclear@0
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34 unsigned int ray_tex;
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nuclear@0
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35 Vector2 tex_scale;
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nuclear@0
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36 Vector4 seed;
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nuclear@0
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37 float err_thres = 0.0075;
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nuclear@0
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38 int iter = 10;
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nuclear@1
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39 float reflectivity = 0.2;
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nuclear@5
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40 Vector3 color(0.75, 0.75, 0.75);
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nuclear@0
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41
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nuclear@0
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42 int main(int argc, char **argv)
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nuclear@0
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43 {
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nuclear@0
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44 int xsz, ysz;
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nuclear@0
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45
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nuclear@0
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46 seed = Vector4(0.4, 0.0, 0.0, -0.8);
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nuclear@0
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47
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nuclear@0
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48 glutInitWindowSize(640, 480);
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nuclear@0
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49 glutInit(&argc, argv);
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nuclear@0
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50 glutInitDisplayMode(GLUT_RGBA | GLUT_DEPTH | GLUT_DOUBLE);
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nuclear@0
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51 glutCreateWindow("Raytraced Fractals");
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nuclear@0
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52 xsz = glutGet(GLUT_WINDOW_WIDTH);
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nuclear@0
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53 ysz = glutGet(GLUT_WINDOW_HEIGHT);
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nuclear@0
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54
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nuclear@0
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55 glutDisplayFunc(disp);
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nuclear@0
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56 glutReshapeFunc(reshape);
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nuclear@0
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57 glutKeyboardFunc(keyb);
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nuclear@1
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58 glutKeyboardUpFunc(keyb_up);
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nuclear@0
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59 glutMouseFunc(mouse);
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nuclear@0
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60 glutMotionFunc(motion);
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nuclear@1
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61 glutPassiveMotionFunc(passive_motion);
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nuclear@6
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62 glutSpaceballMotionFunc(sball_motion);
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nuclear@6
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63 glutSpaceballRotateFunc(sball_rot);
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nuclear@6
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64 glutSpaceballButtonFunc(sball_button);
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nuclear@0
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65
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nuclear@0
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66 glEnable(GL_DEPTH_TEST);
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nuclear@0
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67 glEnable(GL_LIGHTING);
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nuclear@0
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68 glEnable(GL_LIGHT0);
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nuclear@0
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69 glEnable(GL_CULL_FACE);
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nuclear@0
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70
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nuclear@0
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71 glewInit();
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nuclear@0
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72
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nuclear@0
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73 if(load_shader() == -1) {
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nuclear@0
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74 return 1;
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nuclear@0
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75 }
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nuclear@0
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76
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nuclear@1
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77 if(gui_init(xsz, ysz) == -1) {
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nuclear@1
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78 return 1;
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nuclear@1
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79 }
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nuclear@1
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80
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nuclear@0
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81 glutMainLoop();
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nuclear@0
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82 return 0;
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nuclear@0
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83 }
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nuclear@0
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84
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nuclear@0
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85 int load_shader()
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nuclear@0
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86 {
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nuclear@0
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87 if(sdr) {
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nuclear@0
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88 free_program(sdr);
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nuclear@0
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89 }
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nuclear@0
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90
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nuclear@0
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91 if(!(sdr = create_program_load("sdr/sdr.v.glsl", "sdr/julia.p.glsl"))) {
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nuclear@0
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92 return -1;
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nuclear@0
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93 }
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nuclear@0
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94 set_uniform_float4(sdr, "seed", seed.x, seed.y, seed.z, seed.w);
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nuclear@0
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95 set_uniform_float(sdr, "err_thres", err_thres);
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nuclear@0
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96 set_uniform_int(sdr, "iter", iter);
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nuclear@1
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97 set_uniform_float(sdr, "reflectivity", reflectivity);
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nuclear@1
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98 set_uniform_float3(sdr, "diffuse_color", color.x, color.y, color.z);
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nuclear@1
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99
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nuclear@0
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100 return 0;
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nuclear@0
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101 }
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nuclear@0
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102
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nuclear@0
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103 void disp()
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nuclear@0
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104 {
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nuclear@0
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105 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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nuclear@0
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106
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nuclear@0
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107 glMatrixMode(GL_MODELVIEW);
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nuclear@0
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108 glLoadIdentity();
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nuclear@6
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109 glTranslatef(cam_x, cam_y, -cam_z);
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nuclear@0
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110 glRotatef(cam_theta, 0, 1, 0);
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nuclear@0
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111 glRotatef(cam_phi, 1, 0, 0);
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nuclear@0
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112 glTranslatef(0, 0, -cam_dist);
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nuclear@0
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113
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nuclear@0
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114 float lpos[] = {-1, 1, 3, 0};
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nuclear@0
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115 glLightfv(GL_LIGHT0, GL_POSITION, lpos);
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nuclear@0
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116
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117
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nuclear@4
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118 set_uniform_float4(sdr, "seed", seed.x, seed.y, seed.z, seed.w);
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nuclear@4
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119 set_uniform_float(sdr, "reflectivity", reflectivity);
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nuclear@4
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120 set_uniform_int(sdr, "iter", iter);
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nuclear@4
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121 set_uniform_float(sdr, "err_thres", err_thres);
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nuclear@5
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122 set_uniform_float3(sdr, "diffuse_color", color.x, color.y, color.z);
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nuclear@4
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123
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nuclear@0
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124 glMatrixMode(GL_TEXTURE);
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nuclear@0
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125 glPushMatrix();
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nuclear@0
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126 glScalef(tex_scale.x, tex_scale.y, 1.0);
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nuclear@0
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127
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nuclear@0
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128 glBindTexture(GL_TEXTURE_2D, ray_tex);
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nuclear@0
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129 glEnable(GL_TEXTURE_2D);
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nuclear@0
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130 bind_program(sdr);
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nuclear@0
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131
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nuclear@0
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132 glBegin(GL_QUADS);
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nuclear@0
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133 glColor3f(1, 1, 1);
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nuclear@0
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134 glTexCoord2f(0, 1); glVertex2f(-1, -1);
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nuclear@0
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135 glTexCoord2f(1, 1); glVertex2f(1, -1);
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nuclear@0
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136 glTexCoord2f(1, 0); glVertex2f(1, 1);
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nuclear@0
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137 glTexCoord2f(0, 0); glVertex2f(-1, 1);
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nuclear@0
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138 glEnd();
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nuclear@0
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139
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nuclear@0
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140 bind_program(0);
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nuclear@0
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141 glDisable(GL_TEXTURE_2D);
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nuclear@0
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142
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nuclear@0
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143 glMatrixMode(GL_TEXTURE);
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nuclear@0
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144 glPopMatrix();
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nuclear@0
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145
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nuclear@1
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146 gui_draw();
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nuclear@1
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147
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nuclear@0
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148 glutSwapBuffers();
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nuclear@0
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149 assert(glGetError() == GL_NO_ERROR);
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nuclear@0
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150 }
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nuclear@0
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151
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nuclear@0
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152 void reshape(int x, int y)
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nuclear@0
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153 {
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nuclear@0
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154 glViewport(0, 0, x, y);
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nuclear@0
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155 glMatrixMode(GL_PROJECTION);
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nuclear@0
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156 glLoadIdentity();
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nuclear@0
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157 gluPerspective(45.0, (float)x / (float)y, 1.0, 1000.0);
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nuclear@0
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158
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nuclear@5
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159 imtk_set_viewport(x, y);
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nuclear@5
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160
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nuclear@0
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161 if(ray_tex) {
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nuclear@0
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162 glDeleteTextures(1, &ray_tex);
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nuclear@0
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163 }
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nuclear@0
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164 ray_tex = create_ray_texture(x, y, 50.0, &tex_scale);
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nuclear@0
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165 }
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nuclear@0
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166
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nuclear@0
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167
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nuclear@0
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168 void keyb(unsigned char key, int x, int y)
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nuclear@0
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169 {
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nuclear@0
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170 switch(key) {
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nuclear@0
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171 case 27:
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nuclear@0
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172 exit(0);
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nuclear@0
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173
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nuclear@0
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174 case '-':
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nuclear@0
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175 if(iter > 1) {
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nuclear@0
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176 iter--;
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nuclear@0
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177 set_uniform_int(sdr, "iter", iter);
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nuclear@0
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178 printf("iter: %d\n", iter);
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nuclear@0
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179 glutPostRedisplay();
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nuclear@0
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180 }
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nuclear@0
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181 break;
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nuclear@0
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182
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nuclear@0
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183 case '=':
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nuclear@0
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184 iter++;
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nuclear@0
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185 set_uniform_int(sdr, "iter", iter);
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nuclear@0
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186 printf("iter: %d\n", iter);
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nuclear@0
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187 glutPostRedisplay();
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nuclear@0
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188 break;
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nuclear@0
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189
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nuclear@0
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190 case ',':
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nuclear@0
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191 err_thres -= 0.001;
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nuclear@0
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192 set_uniform_float(sdr, "err_thres", err_thres);
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nuclear@0
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193 printf("maximum error: %f\n", err_thres);
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nuclear@0
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194 glutPostRedisplay();
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nuclear@0
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195 break;
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nuclear@0
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196
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nuclear@0
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197 case '.':
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nuclear@0
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198 err_thres += 0.001;
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nuclear@0
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199 set_uniform_float(sdr, "err_thres", err_thres);
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nuclear@0
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200 printf("maximum error: %f\n", err_thres);
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nuclear@0
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201 glutPostRedisplay();
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nuclear@0
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202 break;
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nuclear@0
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203
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nuclear@0
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204 case 's':
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nuclear@0
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205 load_shader();
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nuclear@0
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206 glutPostRedisplay();
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nuclear@0
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207 break;
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nuclear@1
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208
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nuclear@1
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209 case 'r':
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nuclear@1
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210 reflectivity = reflectivity > 0.0 ? 0.0 : 0.6;
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nuclear@1
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211 set_uniform_float(sdr, "reflectivity", reflectivity);
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nuclear@1
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212 glutPostRedisplay();
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nuclear@1
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213 break;
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nuclear@1
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214
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nuclear@1
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215 case '`':
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nuclear@1
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216 {
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nuclear@1
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217 static bool vis = true;
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nuclear@1
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218 vis = !vis;
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nuclear@1
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219 gui_set_visible(vis);
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nuclear@1
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220 glutPostRedisplay();
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nuclear@1
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221 }
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nuclear@1
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222 break;
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nuclear@5
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223
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nuclear@5
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224 case '\n':
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nuclear@5
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225 case '\r':
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nuclear@5
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226 printf("(%.3f %+.3fi %+.3fj %+.3fk) i:%d err: %.4f cam(theta: %.2f phi: %.2f rad: %.2f)\n", seed.w,
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nuclear@5
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227 seed.x, seed.y, seed.z, iter, err_thres, cam_theta, cam_phi, cam_dist);
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nuclear@5
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228 break;
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nuclear@0
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229 }
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nuclear@1
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230
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nuclear@4
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231 imtk_inp_key(key, 1);
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nuclear@1
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232 glutPostRedisplay();
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nuclear@1
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233 }
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nuclear@1
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234
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nuclear@1
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235 void keyb_up(unsigned char key, int x, int y)
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nuclear@1
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236 {
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nuclear@4
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237 imtk_inp_key(key, 0);
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nuclear@1
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238 glutPostRedisplay();
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nuclear@0
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239 }
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nuclear@0
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240
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nuclear@0
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241 int bnstate[16];
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nuclear@0
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242
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nuclear@0
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243 int prev_x = -1, prev_y;
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nuclear@0
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244 void mouse(int bn, int state, int x, int y)
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nuclear@0
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245 {
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nuclear@4
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246 int mod;
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nuclear@1
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247
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nuclear@4
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248 mod = glutGetModifiers();
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nuclear@4
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249
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nuclear@4
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250 if(mod) {
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nuclear@1
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251 bnstate[bn] = state == GLUT_DOWN ? 1 : 0;
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nuclear@1
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252 if(state == GLUT_DOWN) {
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nuclear@1
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253 if(bn == 3) {
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nuclear@1
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254 cam_dist -= 0.1;
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nuclear@1
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255 glutPostRedisplay();
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nuclear@1
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256 if(cam_dist < 0) cam_dist = 0;
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nuclear@1
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257 } else if(bn == 4) {
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nuclear@1
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258 cam_dist += 0.1;
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nuclear@1
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259 glutPostRedisplay();
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nuclear@1
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260 } else {
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nuclear@1
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261 prev_x = x;
|
nuclear@1
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262 prev_y = y;
|
nuclear@1
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263 }
|
nuclear@0
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264 } else {
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nuclear@1
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265 prev_x = -1;
|
nuclear@0
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266 }
|
nuclear@4
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267 } else {
|
nuclear@4
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268 imtk_inp_mouse(bn, state == GLUT_DOWN ? 1 : 0);
|
nuclear@0
|
269 }
|
nuclear@1
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270 glutPostRedisplay();
|
nuclear@0
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271 }
|
nuclear@0
|
272
|
nuclear@0
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273 void motion(int x, int y)
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nuclear@0
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274 {
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nuclear@0
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275 if(bnstate[0]) {
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nuclear@0
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276 cam_theta += (x - prev_x) * 0.5;
|
nuclear@0
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277 cam_phi += (y - prev_y) * 0.5;
|
nuclear@0
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278
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nuclear@0
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279 if(cam_phi < -90) cam_phi = -90;
|
nuclear@0
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280 if(cam_phi > 90) cam_phi = 90;
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nuclear@0
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281
|
nuclear@0
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282 glutPostRedisplay();
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nuclear@0
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283 }
|
nuclear@0
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284
|
nuclear@0
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285 if(bnstate[1]) {
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nuclear@0
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286 cam_y += (y - prev_y) * 0.1;
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nuclear@0
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287 glutPostRedisplay();
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nuclear@0
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288 }
|
nuclear@0
|
289
|
nuclear@0
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290 if(bnstate[2]) {
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nuclear@0
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291 cam_dist += (y - prev_y) * 0.1;
|
nuclear@6
|
292 if(cam_dist < 0.0) cam_dist = 0.0;
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nuclear@0
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293 glutPostRedisplay();
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nuclear@0
|
294 }
|
nuclear@0
|
295
|
nuclear@0
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296 prev_x = x;
|
nuclear@0
|
297 prev_y = y;
|
nuclear@1
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298
|
nuclear@4
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299 imtk_inp_motion(x, y);
|
nuclear@1
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300 glutPostRedisplay();
|
nuclear@1
|
301 }
|
nuclear@1
|
302
|
nuclear@1
|
303 void passive_motion(int x, int y)
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nuclear@1
|
304 {
|
nuclear@4
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305 imtk_inp_motion(x, y);
|
nuclear@4
|
306 glutPostRedisplay();
|
nuclear@0
|
307 }
|
nuclear@0
|
308
|
nuclear@6
|
309 void sball_motion(int x, int y, int z)
|
nuclear@6
|
310 {
|
nuclear@6
|
311 float dx = (float)x * 0.0015f;
|
nuclear@6
|
312 float dy = (float)y * 0.0015f;
|
nuclear@6
|
313 float dz = -(float)z * 0.001f;
|
nuclear@6
|
314 float angle = -DEG_TO_RAD(cam_theta);
|
nuclear@6
|
315
|
nuclear@6
|
316 cam_x += cos(angle) * dx + sin(angle) * dz;
|
nuclear@6
|
317 cam_z += -sin(angle) * dx + cos(angle) * dz;
|
nuclear@6
|
318 cam_y += dy;
|
nuclear@6
|
319
|
nuclear@6
|
320 glutPostRedisplay();
|
nuclear@6
|
321 }
|
nuclear@6
|
322
|
nuclear@6
|
323 void sball_rot(int x, int y, int z)
|
nuclear@6
|
324 {
|
nuclear@6
|
325 cam_theta += -y / 15.0;
|
nuclear@6
|
326 cam_phi += -x / 15.0;
|
nuclear@6
|
327 glutPostRedisplay();
|
nuclear@6
|
328 }
|
nuclear@6
|
329
|
nuclear@6
|
330 void sball_button(int bn, int state)
|
nuclear@6
|
331 {
|
nuclear@6
|
332 if(state == GLUT_DOWN) {
|
nuclear@6
|
333 switch(bn) {
|
nuclear@6
|
334 case 0:
|
nuclear@6
|
335 /* TODO reset */
|
nuclear@6
|
336 break;
|
nuclear@6
|
337
|
nuclear@6
|
338 default:
|
nuclear@6
|
339 break;
|
nuclear@6
|
340 }
|
nuclear@6
|
341 }
|
nuclear@6
|
342 }
|
nuclear@6
|
343
|
nuclear@6
|
344
|
nuclear@0
|
345 unsigned int create_ray_texture(int xsz, int ysz, float vfov, Vector2 *tex_scale)
|
nuclear@0
|
346 {
|
nuclear@0
|
347 unsigned int tex;
|
nuclear@0
|
348 int tex_xsz = round_pow2(xsz);
|
nuclear@0
|
349 int tex_ysz = round_pow2(ysz);
|
nuclear@0
|
350 float *teximg, *dir;
|
nuclear@0
|
351
|
nuclear@0
|
352 teximg = new float[3 * tex_xsz * tex_ysz];
|
nuclear@0
|
353 dir = teximg;
|
nuclear@0
|
354
|
nuclear@0
|
355 for(int i=0; i<tex_ysz; i++) {
|
nuclear@0
|
356 for(int j=0; j<tex_xsz; j++) {
|
nuclear@0
|
357 if(j < xsz && i < ysz) {
|
nuclear@0
|
358 Vector3 rdir = get_primary_ray_dir(j, i, xsz, ysz, vfov);
|
nuclear@0
|
359 dir[0] = rdir.x;
|
nuclear@0
|
360 dir[1] = rdir.y;
|
nuclear@0
|
361 dir[2] = rdir.z;
|
nuclear@0
|
362 } else {
|
nuclear@0
|
363 dir[0] = dir[1] = 0.0f;
|
nuclear@0
|
364 dir[2] = 1.0f;
|
nuclear@0
|
365 }
|
nuclear@0
|
366
|
nuclear@0
|
367 dir += 3;
|
nuclear@0
|
368 }
|
nuclear@0
|
369 }
|
nuclear@0
|
370
|
nuclear@0
|
371 glGenTextures(1, &tex);
|
nuclear@0
|
372 glBindTexture(GL_TEXTURE_2D, tex);
|
nuclear@0
|
373 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
nuclear@0
|
374 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
nuclear@0
|
375 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
|
nuclear@0
|
376 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
|
nuclear@0
|
377 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F_ARB, tex_xsz, tex_ysz, 0, GL_RGB, GL_FLOAT, teximg);
|
nuclear@0
|
378 delete [] teximg;
|
nuclear@0
|
379
|
nuclear@0
|
380 if(tex_scale) {
|
nuclear@0
|
381 tex_scale->x = (float)xsz / (float)tex_xsz;
|
nuclear@0
|
382 tex_scale->y = (float)ysz / (float)tex_ysz;
|
nuclear@0
|
383 }
|
nuclear@0
|
384 return tex;
|
nuclear@0
|
385 }
|
nuclear@0
|
386
|
nuclear@0
|
387 static Vector3 get_primary_ray_dir(int x, int y, int w, int h, float vfov_deg)
|
nuclear@0
|
388 {
|
nuclear@0
|
389 float vfov = M_PI * vfov_deg / 180.0;
|
nuclear@0
|
390 float aspect = (float)w / (float)h;
|
nuclear@0
|
391
|
nuclear@0
|
392 float ysz = 2.0;
|
nuclear@0
|
393 float xsz = aspect * ysz;
|
nuclear@0
|
394
|
nuclear@0
|
395 float px = ((float)x / (float)w) * xsz - xsz / 2.0;
|
nuclear@0
|
396 float py = 1.0 - ((float)y / (float)h) * ysz;
|
nuclear@0
|
397 float pz = 1.0 / tan(0.5 * vfov);
|
nuclear@0
|
398
|
nuclear@0
|
399 float mag = sqrt(px * px + py * py + pz * pz);
|
nuclear@0
|
400
|
nuclear@0
|
401 return Vector3(px / mag, py / mag, pz / mag);
|
nuclear@0
|
402 }
|
nuclear@0
|
403
|
nuclear@0
|
404 static int round_pow2(int x)
|
nuclear@0
|
405 {
|
nuclear@0
|
406 x--;
|
nuclear@0
|
407 x = (x >> 1) | x;
|
nuclear@0
|
408 x = (x >> 2) | x;
|
nuclear@0
|
409 x = (x >> 4) | x;
|
nuclear@0
|
410 x = (x >> 8) | x;
|
nuclear@0
|
411 x = (x >> 16) | x;
|
nuclear@0
|
412 return x + 1;
|
nuclear@0
|
413 }
|