rayfract

annotate src/rayfract.cc @ 3:bf1d56975cc9

- added visual studio project - removed vmath dependency
author John Tsiombikas <nuclear@member.fsf.org>
date Tue, 26 Oct 2010 09:52:57 +0300
parents 03022062c464
children e4349f5804b9
rev   line source
nuclear@0 1 #include <stdio.h>
nuclear@0 2 #include <stdlib.h>
nuclear@3 3 #include <math.h>
nuclear@0 4 #include <assert.h>
nuclear@0 5 #include <GL/glew.h>
nuclear@0 6 #include <GL/glut.h>
nuclear@0 7 #include "sdr.h"
nuclear@1 8 #include "gui.h"
nuclear@3 9 #include "vmath.h"
nuclear@0 10
nuclear@0 11 void disp();
nuclear@0 12 void reshape(int x, int y);
nuclear@0 13 void keyb(unsigned char key, int x, int y);
nuclear@1 14 void keyb_up(unsigned char key, int x, int y);
nuclear@0 15 void mouse(int bn, int state, int x, int y);
nuclear@0 16 void motion(int x, int y);
nuclear@1 17 void passive_motion(int x, int y);
nuclear@0 18
nuclear@0 19 int load_shader();
nuclear@0 20 unsigned int create_ray_texture(int xsz, int ysz, float vfov, Vector2 *tex_scale = 0);
nuclear@0 21 static Vector3 get_primary_ray_dir(int x, int y, int w, int h, float vfov_deg);
nuclear@0 22 static int round_pow2(int x);
nuclear@0 23
nuclear@0 24 float cam_theta = 0, cam_phi = 0, cam_dist = 4.0;
nuclear@0 25 float cam_y = 0;
nuclear@0 26
nuclear@0 27 unsigned int sdr;
nuclear@0 28 unsigned int ray_tex;
nuclear@0 29 Vector2 tex_scale;
nuclear@0 30 Vector4 seed;
nuclear@0 31 float err_thres = 0.0075;
nuclear@0 32 int iter = 10;
nuclear@1 33 float reflectivity = 0.2;
nuclear@1 34 Vector3 color(0.9, 0.95, 1.0);
nuclear@0 35
nuclear@0 36 int main(int argc, char **argv)
nuclear@0 37 {
nuclear@0 38 int xsz, ysz;
nuclear@0 39
nuclear@0 40 seed = Vector4(0.4, 0.0, 0.0, -0.8);
nuclear@0 41
nuclear@0 42 glutInitWindowSize(640, 480);
nuclear@0 43 glutInit(&argc, argv);
nuclear@0 44 glutInitDisplayMode(GLUT_RGBA | GLUT_DEPTH | GLUT_DOUBLE);
nuclear@0 45 glutCreateWindow("Raytraced Fractals");
nuclear@0 46 xsz = glutGet(GLUT_WINDOW_WIDTH);
nuclear@0 47 ysz = glutGet(GLUT_WINDOW_HEIGHT);
nuclear@0 48
nuclear@0 49 glutDisplayFunc(disp);
nuclear@0 50 glutReshapeFunc(reshape);
nuclear@0 51 glutKeyboardFunc(keyb);
nuclear@1 52 glutKeyboardUpFunc(keyb_up);
nuclear@0 53 glutMouseFunc(mouse);
nuclear@0 54 glutMotionFunc(motion);
nuclear@1 55 glutPassiveMotionFunc(passive_motion);
nuclear@0 56
nuclear@0 57 glEnable(GL_DEPTH_TEST);
nuclear@0 58 glEnable(GL_LIGHTING);
nuclear@0 59 glEnable(GL_LIGHT0);
nuclear@0 60 glEnable(GL_CULL_FACE);
nuclear@0 61
nuclear@0 62 glewInit();
nuclear@0 63
nuclear@0 64 if(load_shader() == -1) {
nuclear@0 65 return 1;
nuclear@0 66 }
nuclear@0 67
nuclear@1 68 if(gui_init(xsz, ysz) == -1) {
nuclear@1 69 return 1;
nuclear@1 70 }
nuclear@1 71
nuclear@0 72 glutMainLoop();
nuclear@0 73 return 0;
nuclear@0 74 }
nuclear@0 75
nuclear@0 76 int load_shader()
nuclear@0 77 {
nuclear@0 78 if(sdr) {
nuclear@0 79 free_program(sdr);
nuclear@0 80 }
nuclear@0 81
nuclear@0 82 if(!(sdr = create_program_load("sdr/sdr.v.glsl", "sdr/julia.p.glsl"))) {
nuclear@0 83 return -1;
nuclear@0 84 }
nuclear@0 85 set_uniform_float4(sdr, "seed", seed.x, seed.y, seed.z, seed.w);
nuclear@0 86 set_uniform_float(sdr, "err_thres", err_thres);
nuclear@0 87 set_uniform_int(sdr, "iter", iter);
nuclear@1 88 set_uniform_float(sdr, "reflectivity", reflectivity);
nuclear@1 89 set_uniform_float3(sdr, "diffuse_color", color.x, color.y, color.z);
nuclear@1 90
nuclear@0 91 return 0;
nuclear@0 92 }
nuclear@0 93
nuclear@0 94 void disp()
nuclear@0 95 {
nuclear@0 96 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
nuclear@0 97
nuclear@0 98 glMatrixMode(GL_MODELVIEW);
nuclear@0 99 glLoadIdentity();
nuclear@0 100 glRotatef(cam_theta, 0, 1, 0);
nuclear@0 101 glRotatef(cam_phi, 1, 0, 0);
nuclear@0 102 glTranslatef(0, 0, -cam_dist);
nuclear@0 103
nuclear@0 104 float lpos[] = {-1, 1, 3, 0};
nuclear@0 105 glLightfv(GL_LIGHT0, GL_POSITION, lpos);
nuclear@0 106
nuclear@0 107
nuclear@0 108 glMatrixMode(GL_TEXTURE);
nuclear@0 109 glPushMatrix();
nuclear@0 110 glScalef(tex_scale.x, tex_scale.y, 1.0);
nuclear@0 111
nuclear@0 112 glBindTexture(GL_TEXTURE_2D, ray_tex);
nuclear@0 113 glEnable(GL_TEXTURE_2D);
nuclear@0 114 bind_program(sdr);
nuclear@0 115
nuclear@0 116 glBegin(GL_QUADS);
nuclear@0 117 glColor3f(1, 1, 1);
nuclear@0 118 glTexCoord2f(0, 1); glVertex2f(-1, -1);
nuclear@0 119 glTexCoord2f(1, 1); glVertex2f(1, -1);
nuclear@0 120 glTexCoord2f(1, 0); glVertex2f(1, 1);
nuclear@0 121 glTexCoord2f(0, 0); glVertex2f(-1, 1);
nuclear@0 122 glEnd();
nuclear@0 123
nuclear@0 124 bind_program(0);
nuclear@0 125 glDisable(GL_TEXTURE_2D);
nuclear@0 126
nuclear@0 127 glMatrixMode(GL_TEXTURE);
nuclear@0 128 glPopMatrix();
nuclear@0 129
nuclear@1 130 gui_draw();
nuclear@1 131
nuclear@0 132 glutSwapBuffers();
nuclear@0 133 assert(glGetError() == GL_NO_ERROR);
nuclear@0 134 }
nuclear@0 135
nuclear@0 136 void reshape(int x, int y)
nuclear@0 137 {
nuclear@0 138 glViewport(0, 0, x, y);
nuclear@0 139 glMatrixMode(GL_PROJECTION);
nuclear@0 140 glLoadIdentity();
nuclear@0 141 gluPerspective(45.0, (float)x / (float)y, 1.0, 1000.0);
nuclear@0 142
nuclear@0 143 if(ray_tex) {
nuclear@0 144 glDeleteTextures(1, &ray_tex);
nuclear@0 145 }
nuclear@0 146 ray_tex = create_ray_texture(x, y, 50.0, &tex_scale);
nuclear@0 147 }
nuclear@0 148
nuclear@0 149
nuclear@0 150 void keyb(unsigned char key, int x, int y)
nuclear@0 151 {
nuclear@0 152 switch(key) {
nuclear@0 153 case 27:
nuclear@0 154 exit(0);
nuclear@0 155
nuclear@0 156 case '-':
nuclear@0 157 if(iter > 1) {
nuclear@0 158 iter--;
nuclear@0 159 set_uniform_int(sdr, "iter", iter);
nuclear@0 160 printf("iter: %d\n", iter);
nuclear@0 161 glutPostRedisplay();
nuclear@0 162 }
nuclear@0 163 break;
nuclear@0 164
nuclear@0 165 case '=':
nuclear@0 166 iter++;
nuclear@0 167 set_uniform_int(sdr, "iter", iter);
nuclear@0 168 printf("iter: %d\n", iter);
nuclear@0 169 glutPostRedisplay();
nuclear@0 170 break;
nuclear@0 171
nuclear@0 172 case ',':
nuclear@0 173 err_thres -= 0.001;
nuclear@0 174 set_uniform_float(sdr, "err_thres", err_thres);
nuclear@0 175 printf("maximum error: %f\n", err_thres);
nuclear@0 176 glutPostRedisplay();
nuclear@0 177 break;
nuclear@0 178
nuclear@0 179 case '.':
nuclear@0 180 err_thres += 0.001;
nuclear@0 181 set_uniform_float(sdr, "err_thres", err_thres);
nuclear@0 182 printf("maximum error: %f\n", err_thres);
nuclear@0 183 glutPostRedisplay();
nuclear@0 184 break;
nuclear@0 185
nuclear@0 186 case 's':
nuclear@0 187 load_shader();
nuclear@0 188 glutPostRedisplay();
nuclear@0 189 break;
nuclear@1 190
nuclear@1 191 case 'r':
nuclear@1 192 reflectivity = reflectivity > 0.0 ? 0.0 : 0.6;
nuclear@1 193 set_uniform_float(sdr, "reflectivity", reflectivity);
nuclear@1 194 glutPostRedisplay();
nuclear@1 195 break;
nuclear@1 196
nuclear@1 197 case '`':
nuclear@1 198 {
nuclear@1 199 static bool vis = true;
nuclear@1 200 vis = !vis;
nuclear@1 201 gui_set_visible(vis);
nuclear@1 202 glutPostRedisplay();
nuclear@1 203 }
nuclear@1 204 break;
nuclear@0 205 }
nuclear@1 206
nuclear@1 207 utk::KeyboardEvent ev(key);
nuclear@1 208 ev.pressed = true;
nuclear@1 209 utk::event(&ev);
nuclear@1 210 glutPostRedisplay();
nuclear@1 211 }
nuclear@1 212
nuclear@1 213 void keyb_up(unsigned char key, int x, int y)
nuclear@1 214 {
nuclear@1 215 utk::KeyboardEvent ev(key);
nuclear@1 216 ev.pressed = false;
nuclear@1 217 utk::event(&ev);
nuclear@1 218 glutPostRedisplay();
nuclear@0 219 }
nuclear@0 220
nuclear@0 221 int bnstate[16];
nuclear@0 222
nuclear@0 223 int prev_x = -1, prev_y;
nuclear@0 224 void mouse(int bn, int state, int x, int y)
nuclear@0 225 {
nuclear@1 226 utk::Container *utkroot = utk::get_root_widget();
nuclear@1 227
nuclear@1 228 if(utkroot->get_child_at(x, y) == utkroot) {
nuclear@1 229 bnstate[bn] = state == GLUT_DOWN ? 1 : 0;
nuclear@1 230 if(state == GLUT_DOWN) {
nuclear@1 231 if(bn == 3) {
nuclear@1 232 cam_dist -= 0.1;
nuclear@1 233 glutPostRedisplay();
nuclear@1 234 if(cam_dist < 0) cam_dist = 0;
nuclear@1 235 } else if(bn == 4) {
nuclear@1 236 cam_dist += 0.1;
nuclear@1 237 glutPostRedisplay();
nuclear@1 238 } else {
nuclear@1 239 prev_x = x;
nuclear@1 240 prev_y = y;
nuclear@1 241 }
nuclear@0 242 } else {
nuclear@1 243 prev_x = -1;
nuclear@0 244 }
nuclear@0 245 }
nuclear@1 246
nuclear@1 247 utk::MButtonEvent ev(bn, x, y);
nuclear@1 248 ev.pressed = state == GLUT_DOWN;
nuclear@1 249 utk::event(&ev);
nuclear@1 250 glutPostRedisplay();
nuclear@0 251 }
nuclear@0 252
nuclear@0 253 void motion(int x, int y)
nuclear@0 254 {
nuclear@0 255 if(bnstate[0]) {
nuclear@0 256 cam_theta += (x - prev_x) * 0.5;
nuclear@0 257 cam_phi += (y - prev_y) * 0.5;
nuclear@0 258
nuclear@0 259 if(cam_phi < -90) cam_phi = -90;
nuclear@0 260 if(cam_phi > 90) cam_phi = 90;
nuclear@0 261
nuclear@0 262 glutPostRedisplay();
nuclear@0 263 }
nuclear@0 264
nuclear@0 265 if(bnstate[1]) {
nuclear@0 266 cam_y += (y - prev_y) * 0.1;
nuclear@0 267 glutPostRedisplay();
nuclear@0 268 }
nuclear@0 269
nuclear@0 270 if(bnstate[2]) {
nuclear@0 271 cam_dist += (y - prev_y) * 0.1;
nuclear@0 272 glutPostRedisplay();
nuclear@0 273 }
nuclear@0 274
nuclear@0 275 prev_x = x;
nuclear@0 276 prev_y = y;
nuclear@1 277
nuclear@1 278 utk::MMotionEvent ev(x, y);
nuclear@1 279 utk::event(&ev);
nuclear@1 280 glutPostRedisplay();
nuclear@1 281 }
nuclear@1 282
nuclear@1 283 void passive_motion(int x, int y)
nuclear@1 284 {
nuclear@1 285 utk::MMotionEvent ev(x, y);
nuclear@1 286 utk::event(&ev);
nuclear@1 287 //glutPostRedisplay();
nuclear@0 288 }
nuclear@0 289
nuclear@0 290 unsigned int create_ray_texture(int xsz, int ysz, float vfov, Vector2 *tex_scale)
nuclear@0 291 {
nuclear@0 292 unsigned int tex;
nuclear@0 293 int tex_xsz = round_pow2(xsz);
nuclear@0 294 int tex_ysz = round_pow2(ysz);
nuclear@0 295 float *teximg, *dir;
nuclear@0 296
nuclear@0 297 teximg = new float[3 * tex_xsz * tex_ysz];
nuclear@0 298 dir = teximg;
nuclear@0 299
nuclear@0 300 for(int i=0; i<tex_ysz; i++) {
nuclear@0 301 for(int j=0; j<tex_xsz; j++) {
nuclear@0 302 if(j < xsz && i < ysz) {
nuclear@0 303 Vector3 rdir = get_primary_ray_dir(j, i, xsz, ysz, vfov);
nuclear@0 304 dir[0] = rdir.x;
nuclear@0 305 dir[1] = rdir.y;
nuclear@0 306 dir[2] = rdir.z;
nuclear@0 307 } else {
nuclear@0 308 dir[0] = dir[1] = 0.0f;
nuclear@0 309 dir[2] = 1.0f;
nuclear@0 310 }
nuclear@0 311
nuclear@0 312 dir += 3;
nuclear@0 313 }
nuclear@0 314 }
nuclear@0 315
nuclear@0 316 glGenTextures(1, &tex);
nuclear@0 317 glBindTexture(GL_TEXTURE_2D, tex);
nuclear@0 318 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
nuclear@0 319 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
nuclear@0 320 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
nuclear@0 321 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
nuclear@0 322 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F_ARB, tex_xsz, tex_ysz, 0, GL_RGB, GL_FLOAT, teximg);
nuclear@0 323 delete [] teximg;
nuclear@0 324
nuclear@0 325 if(tex_scale) {
nuclear@0 326 tex_scale->x = (float)xsz / (float)tex_xsz;
nuclear@0 327 tex_scale->y = (float)ysz / (float)tex_ysz;
nuclear@0 328 }
nuclear@0 329 return tex;
nuclear@0 330 }
nuclear@0 331
nuclear@0 332 static Vector3 get_primary_ray_dir(int x, int y, int w, int h, float vfov_deg)
nuclear@0 333 {
nuclear@0 334 float vfov = M_PI * vfov_deg / 180.0;
nuclear@0 335 float aspect = (float)w / (float)h;
nuclear@0 336
nuclear@0 337 float ysz = 2.0;
nuclear@0 338 float xsz = aspect * ysz;
nuclear@0 339
nuclear@0 340 float px = ((float)x / (float)w) * xsz - xsz / 2.0;
nuclear@0 341 float py = 1.0 - ((float)y / (float)h) * ysz;
nuclear@0 342 float pz = 1.0 / tan(0.5 * vfov);
nuclear@0 343
nuclear@0 344 float mag = sqrt(px * px + py * py + pz * pz);
nuclear@0 345
nuclear@0 346 return Vector3(px / mag, py / mag, pz / mag);
nuclear@0 347 }
nuclear@0 348
nuclear@0 349 static int round_pow2(int x)
nuclear@0 350 {
nuclear@0 351 x--;
nuclear@0 352 x = (x >> 1) | x;
nuclear@0 353 x = (x >> 2) | x;
nuclear@0 354 x = (x >> 4) | x;
nuclear@0 355 x = (x >> 8) | x;
nuclear@0 356 x = (x >> 16) | x;
nuclear@0 357 return x + 1;
nuclear@0 358 }