rayfract

annotate src/rayfract.cc @ 4:e4349f5804b9

switched to imtk
author John Tsiombikas <nuclear@siggraph.org>
date Fri, 29 Apr 2011 07:30:31 +0300
parents bf1d56975cc9
children 48e0e7d33d9e
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@4 108 set_uniform_float4(sdr, "seed", seed.x, seed.y, seed.z, seed.w);
nuclear@4 109 set_uniform_float(sdr, "reflectivity", reflectivity);
nuclear@4 110 set_uniform_int(sdr, "iter", iter);
nuclear@4 111 set_uniform_float(sdr, "err_thres", err_thres);
nuclear@4 112
nuclear@0 113 glMatrixMode(GL_TEXTURE);
nuclear@0 114 glPushMatrix();
nuclear@0 115 glScalef(tex_scale.x, tex_scale.y, 1.0);
nuclear@0 116
nuclear@0 117 glBindTexture(GL_TEXTURE_2D, ray_tex);
nuclear@0 118 glEnable(GL_TEXTURE_2D);
nuclear@0 119 bind_program(sdr);
nuclear@0 120
nuclear@0 121 glBegin(GL_QUADS);
nuclear@0 122 glColor3f(1, 1, 1);
nuclear@0 123 glTexCoord2f(0, 1); glVertex2f(-1, -1);
nuclear@0 124 glTexCoord2f(1, 1); glVertex2f(1, -1);
nuclear@0 125 glTexCoord2f(1, 0); glVertex2f(1, 1);
nuclear@0 126 glTexCoord2f(0, 0); glVertex2f(-1, 1);
nuclear@0 127 glEnd();
nuclear@0 128
nuclear@0 129 bind_program(0);
nuclear@0 130 glDisable(GL_TEXTURE_2D);
nuclear@0 131
nuclear@0 132 glMatrixMode(GL_TEXTURE);
nuclear@0 133 glPopMatrix();
nuclear@0 134
nuclear@1 135 gui_draw();
nuclear@1 136
nuclear@0 137 glutSwapBuffers();
nuclear@0 138 assert(glGetError() == GL_NO_ERROR);
nuclear@0 139 }
nuclear@0 140
nuclear@0 141 void reshape(int x, int y)
nuclear@0 142 {
nuclear@0 143 glViewport(0, 0, x, y);
nuclear@0 144 glMatrixMode(GL_PROJECTION);
nuclear@0 145 glLoadIdentity();
nuclear@0 146 gluPerspective(45.0, (float)x / (float)y, 1.0, 1000.0);
nuclear@0 147
nuclear@0 148 if(ray_tex) {
nuclear@0 149 glDeleteTextures(1, &ray_tex);
nuclear@0 150 }
nuclear@0 151 ray_tex = create_ray_texture(x, y, 50.0, &tex_scale);
nuclear@0 152 }
nuclear@0 153
nuclear@0 154
nuclear@0 155 void keyb(unsigned char key, int x, int y)
nuclear@0 156 {
nuclear@0 157 switch(key) {
nuclear@0 158 case 27:
nuclear@0 159 exit(0);
nuclear@0 160
nuclear@0 161 case '-':
nuclear@0 162 if(iter > 1) {
nuclear@0 163 iter--;
nuclear@0 164 set_uniform_int(sdr, "iter", iter);
nuclear@0 165 printf("iter: %d\n", iter);
nuclear@0 166 glutPostRedisplay();
nuclear@0 167 }
nuclear@0 168 break;
nuclear@0 169
nuclear@0 170 case '=':
nuclear@0 171 iter++;
nuclear@0 172 set_uniform_int(sdr, "iter", iter);
nuclear@0 173 printf("iter: %d\n", iter);
nuclear@0 174 glutPostRedisplay();
nuclear@0 175 break;
nuclear@0 176
nuclear@0 177 case ',':
nuclear@0 178 err_thres -= 0.001;
nuclear@0 179 set_uniform_float(sdr, "err_thres", err_thres);
nuclear@0 180 printf("maximum error: %f\n", err_thres);
nuclear@0 181 glutPostRedisplay();
nuclear@0 182 break;
nuclear@0 183
nuclear@0 184 case '.':
nuclear@0 185 err_thres += 0.001;
nuclear@0 186 set_uniform_float(sdr, "err_thres", err_thres);
nuclear@0 187 printf("maximum error: %f\n", err_thres);
nuclear@0 188 glutPostRedisplay();
nuclear@0 189 break;
nuclear@0 190
nuclear@0 191 case 's':
nuclear@0 192 load_shader();
nuclear@0 193 glutPostRedisplay();
nuclear@0 194 break;
nuclear@1 195
nuclear@1 196 case 'r':
nuclear@1 197 reflectivity = reflectivity > 0.0 ? 0.0 : 0.6;
nuclear@1 198 set_uniform_float(sdr, "reflectivity", reflectivity);
nuclear@1 199 glutPostRedisplay();
nuclear@1 200 break;
nuclear@1 201
nuclear@1 202 case '`':
nuclear@1 203 {
nuclear@1 204 static bool vis = true;
nuclear@1 205 vis = !vis;
nuclear@1 206 gui_set_visible(vis);
nuclear@1 207 glutPostRedisplay();
nuclear@1 208 }
nuclear@1 209 break;
nuclear@0 210 }
nuclear@1 211
nuclear@4 212 imtk_inp_key(key, 1);
nuclear@1 213 glutPostRedisplay();
nuclear@1 214 }
nuclear@1 215
nuclear@1 216 void keyb_up(unsigned char key, int x, int y)
nuclear@1 217 {
nuclear@4 218 imtk_inp_key(key, 0);
nuclear@1 219 glutPostRedisplay();
nuclear@0 220 }
nuclear@0 221
nuclear@0 222 int bnstate[16];
nuclear@0 223
nuclear@0 224 int prev_x = -1, prev_y;
nuclear@0 225 void mouse(int bn, int state, int x, int y)
nuclear@0 226 {
nuclear@4 227 int mod;
nuclear@1 228
nuclear@4 229 mod = glutGetModifiers();
nuclear@4 230
nuclear@4 231 if(mod) {
nuclear@1 232 bnstate[bn] = state == GLUT_DOWN ? 1 : 0;
nuclear@1 233 if(state == GLUT_DOWN) {
nuclear@1 234 if(bn == 3) {
nuclear@1 235 cam_dist -= 0.1;
nuclear@1 236 glutPostRedisplay();
nuclear@1 237 if(cam_dist < 0) cam_dist = 0;
nuclear@1 238 } else if(bn == 4) {
nuclear@1 239 cam_dist += 0.1;
nuclear@1 240 glutPostRedisplay();
nuclear@1 241 } else {
nuclear@1 242 prev_x = x;
nuclear@1 243 prev_y = y;
nuclear@1 244 }
nuclear@0 245 } else {
nuclear@1 246 prev_x = -1;
nuclear@0 247 }
nuclear@4 248 } else {
nuclear@4 249 imtk_inp_mouse(bn, state == GLUT_DOWN ? 1 : 0);
nuclear@0 250 }
nuclear@1 251 glutPostRedisplay();
nuclear@0 252 }
nuclear@0 253
nuclear@0 254 void motion(int x, int y)
nuclear@0 255 {
nuclear@0 256 if(bnstate[0]) {
nuclear@0 257 cam_theta += (x - prev_x) * 0.5;
nuclear@0 258 cam_phi += (y - prev_y) * 0.5;
nuclear@0 259
nuclear@0 260 if(cam_phi < -90) cam_phi = -90;
nuclear@0 261 if(cam_phi > 90) cam_phi = 90;
nuclear@0 262
nuclear@0 263 glutPostRedisplay();
nuclear@0 264 }
nuclear@0 265
nuclear@0 266 if(bnstate[1]) {
nuclear@0 267 cam_y += (y - prev_y) * 0.1;
nuclear@0 268 glutPostRedisplay();
nuclear@0 269 }
nuclear@0 270
nuclear@0 271 if(bnstate[2]) {
nuclear@0 272 cam_dist += (y - prev_y) * 0.1;
nuclear@0 273 glutPostRedisplay();
nuclear@0 274 }
nuclear@0 275
nuclear@0 276 prev_x = x;
nuclear@0 277 prev_y = y;
nuclear@1 278
nuclear@4 279 imtk_inp_motion(x, y);
nuclear@1 280 glutPostRedisplay();
nuclear@1 281 }
nuclear@1 282
nuclear@1 283 void passive_motion(int x, int y)
nuclear@1 284 {
nuclear@4 285 imtk_inp_motion(x, y);
nuclear@4 286 glutPostRedisplay();
nuclear@0 287 }
nuclear@0 288
nuclear@0 289 unsigned int create_ray_texture(int xsz, int ysz, float vfov, Vector2 *tex_scale)
nuclear@0 290 {
nuclear@0 291 unsigned int tex;
nuclear@0 292 int tex_xsz = round_pow2(xsz);
nuclear@0 293 int tex_ysz = round_pow2(ysz);
nuclear@0 294 float *teximg, *dir;
nuclear@0 295
nuclear@0 296 teximg = new float[3 * tex_xsz * tex_ysz];
nuclear@0 297 dir = teximg;
nuclear@0 298
nuclear@0 299 for(int i=0; i<tex_ysz; i++) {
nuclear@0 300 for(int j=0; j<tex_xsz; j++) {
nuclear@0 301 if(j < xsz && i < ysz) {
nuclear@0 302 Vector3 rdir = get_primary_ray_dir(j, i, xsz, ysz, vfov);
nuclear@0 303 dir[0] = rdir.x;
nuclear@0 304 dir[1] = rdir.y;
nuclear@0 305 dir[2] = rdir.z;
nuclear@0 306 } else {
nuclear@0 307 dir[0] = dir[1] = 0.0f;
nuclear@0 308 dir[2] = 1.0f;
nuclear@0 309 }
nuclear@0 310
nuclear@0 311 dir += 3;
nuclear@0 312 }
nuclear@0 313 }
nuclear@0 314
nuclear@0 315 glGenTextures(1, &tex);
nuclear@0 316 glBindTexture(GL_TEXTURE_2D, tex);
nuclear@0 317 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
nuclear@0 318 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
nuclear@0 319 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
nuclear@0 320 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
nuclear@0 321 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F_ARB, tex_xsz, tex_ysz, 0, GL_RGB, GL_FLOAT, teximg);
nuclear@0 322 delete [] teximg;
nuclear@0 323
nuclear@0 324 if(tex_scale) {
nuclear@0 325 tex_scale->x = (float)xsz / (float)tex_xsz;
nuclear@0 326 tex_scale->y = (float)ysz / (float)tex_ysz;
nuclear@0 327 }
nuclear@0 328 return tex;
nuclear@0 329 }
nuclear@0 330
nuclear@0 331 static Vector3 get_primary_ray_dir(int x, int y, int w, int h, float vfov_deg)
nuclear@0 332 {
nuclear@0 333 float vfov = M_PI * vfov_deg / 180.0;
nuclear@0 334 float aspect = (float)w / (float)h;
nuclear@0 335
nuclear@0 336 float ysz = 2.0;
nuclear@0 337 float xsz = aspect * ysz;
nuclear@0 338
nuclear@0 339 float px = ((float)x / (float)w) * xsz - xsz / 2.0;
nuclear@0 340 float py = 1.0 - ((float)y / (float)h) * ysz;
nuclear@0 341 float pz = 1.0 / tan(0.5 * vfov);
nuclear@0 342
nuclear@0 343 float mag = sqrt(px * px + py * py + pz * pz);
nuclear@0 344
nuclear@0 345 return Vector3(px / mag, py / mag, pz / mag);
nuclear@0 346 }
nuclear@0 347
nuclear@0 348 static int round_pow2(int x)
nuclear@0 349 {
nuclear@0 350 x--;
nuclear@0 351 x = (x >> 1) | x;
nuclear@0 352 x = (x >> 2) | x;
nuclear@0 353 x = (x >> 4) | x;
nuclear@0 354 x = (x >> 8) | x;
nuclear@0 355 x = (x >> 16) | x;
nuclear@0 356 return x + 1;
nuclear@0 357 }